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Perks

UI customize perk.png

Perks, along with race and secret technology, append different modifiers (both positive and negative) which can affect the players' gameplay style. The perks are picked before the start of the game in the commander customization screen.

Players can choose a perk in each of the 4 perk types:

  • HeroPerk Background FreeOption.png Background - Mainly modifiers which benefit the empire as whole.
  • HeroPerk ColonySupplement FreeOption.png Colony supplement - Benefits to help jumpstart an empire.
  • HeroPerk Vices FreeOption.png Vice - A perk which contains a positive modifier for the hero and its army on the expanse of the empire.
  • HeroPerk LoadOut FreeOption.png Commander loadout - Defines the starting gear and associated skills the hero has due to his training and past experience.

While the first 3 types are global perks and available to all commanders, the commander loadout perks will change mainly by the chosen race and, depending on the perk, by the picked secret technology. The difference has to do with the different damage channels a race has an affinity to.

The player has an overall of 3 points to spend between all perk groups with costs ranging from −2 points for vices and up to 2 points for the rest. Picking a vice allows to raise the base perk points.

Note: A perk with a diamond near its name merely indicates a recommendation from the game and has no other effects.

Contents

Global perksEdit

BackgroundEdit

Perk Cost Effects Description
  No Background 0 N/A You had a normal and generic upbringing for your race, not specializing in anything in particular.
  Skilled Diplomat 1
  • Charismatic: Start with +300 relation with all races, excluding your own.
  • Fast Talker:   −35 Influence costs for bribing armies to leave sectors.
Your natural charisma and sympathetic personality led you to a life in the diplomatic corps. What others achieve through violence, you achieve through flattery and negotiation.
  Veteran 1
  • Combat Experience:All units gain +15% experience in battle.
  • Veteran: Hero starts at level 3, gaining   +10 Skill points to spend after landing.
You enlisted as soon as possible, and quickly gained rank and honor. This is clearly not your first deployment.
  Covert Operative 2
  • Covert Expertise:   −20% Society operations research cost.
  • Covert Efficiency: Gain   +2 Covert strength and   +2 Covert defense.
Your world is that of intrigue and intelligence, where information is the highest form of currency. The military made good use of you, or was it the other way around?
  Martial Tradition 2
  • Weapon Expertise:   −25% Weapon research cost.
  • Ruthless Killer: Once per turn, when your commander kills a unit in combat, they immediately regain all action points.
You learned from very young that this is a dog-eat-dog universe, and only the strong survive. You carried this mentality throughout your military career.
  Merchant Scion 2
  • Economy Expertise:   −15% Economy research cost.
  • Xeno Trader: −10% Dwelling trading cost (this discount can never exceed −50%).
Trade and economic deals used to be your daily life - such are the duties of those born to wealth. When you decided to join the military, a position was easily arranged.
  Star Union Scholar 2
  • Secret Technology Expertise:   −15% Secret technology research cost.
  • Curator: Rewards from pickups, sites and structures are increased.
You spent most of your life in libraries, studying the Star Union and its rich history. It fascinates you to the core. You joined the military so you could see the Union's wonders for yourself.

Colony supplementsEdit

Perk Cost Effects Description
  No Colony Supplement 0 N/A You have brought a basic colony set-up.
  Data Repository 1 Start with 2 random techs. A leading scientist from your race gave you a repository of Empire information. You're not sure what it contains, but it will help jumpstart your research.
  Energy Cache 1 Start with   +300 Energy. You were deployed with a large energy cache. In wise hands, this can be used to facilitate rapid expansion.
  Colonist Cryopods 2 Initial colony starts with +2 population and a Recreation Dome. You recruited extra civilians to your cause, along with prefabs for a facility to keep the extra population happy. Once you land, they will awaken from their cryopods and get to work for the colony.
  Military Detachment 2 Start the game with +2 additional units, a tier-1 unit and a tier-2 unit. A strong military force is always a good idea, so you were sure to recruit extra soldiers to join you on your expedition.

VicesEdit

Perk Cost Effects Description
  No Vice 0 N/A You have no imperfections.
  Cruel −1
  • Villain: Colonies have   −4 Happiness.
  • Cruelty: Gain   +200 Moral each time you kill a unit in battle.
Taking advantage of others is your daily routine. If they aren't serving you, they should be.
  Kleptomaniac −1
  • Embezzlement: The empire loses   −10 Energy each turn.
  • Swipe: Gain 1 random mod that works with the hero's loadout.
You see something on the table, it's unguarded... you pocket it. Your adviser didn't need it anyway. That's how you have been all your life, and you enjoy it.
  Decadent −2
  • Supply Redirection:   −10% Food in all colonies.
  • Well Fed: Gain   +10 Hit points.
Servants, luxury and high society! This is how life should be, always indulging in the best food, drink and company.
  Party Animal −2
  • Unproductive:   −10% Production in all colonies.
  • Party Time: The hero and its army gain   +100 Moral.
You are a party animal, constantly seeking new thrills and ways to party harder. You even organize festivals in your colonies!
  Stubborn −2
  • Defund:   −10% Knowledge in all colonies.
  • Deny Change: The hero and its army gain   +2 Resistance to status effects.
You are set in your ways, after all change is not always pleasant. You defunded part of your research budget so that things go a bit more your pace.

Commander loadoutEdit

Table of skills learned at different commander loadout perks
             
 
     
     
     
       
       

Based on the chosen loadout perk the player's hero will start with different skills as well as different loadout weapons, mods, and vehicles.

Check the table to see which of the starting skills below are applied for a particular loadout perk:

  •   Close Quarter Specialist I - Increases damage dealt when using Melee Weapons.
  •   Ranged Specialist - Increases damage dealt when using   ranged weapons.
  •   Steady Aim - Increases your   accuracy when behind cover.
  •   Dead Eye I - Slightly increases   accuracy and critical hit chance.
  •   Piloting - enables the Commander to ride basic vehicles and mounts.
  •   Vitality I - Increases your maximum   Hit points.
  •   Vitality II - Increases your maximum   Hit points.

Note: A perk originating from a secret technology will override the associated faction perk. For example, a Promethean assault equipment perk will override a faction assault equipment perk.

Secret techEdit

Perk Tech Cost Effects Description
  Assault Equipment   1
  •   Purifier Gun that deals a burst of thermal damage.
  •   Thermal Grenade that deals thermal damage in an area and has a chance to burn those hit.
The pack you received after Assault training.
  Assault Equipment   1
  •   Soul Splitter, a gun that targets the mind of its foes, dealing psionic damage.
  •   Psi-stone of Dissonance that deals psionic damage in an area.
The pack you received after Assault training.
  Assault Equipment   1
  •   Hasher SMG, a powerful submachine gun that deals arc damage.
  •   Arc Grenade that deals arc damage and staggers those hit.
The pack you received after Assault training.
  Close Combat Equipment   1
  •   Inferno Fists, fiery gauntlets that deal thermal damage at close range.
  •   Ego Bomb that deals psionic damage and has a chance of applying Broken Mind to those hit.
The pack you received after Close Combat training.
  Close Combat Equipment   1
  •   Void Blades, dimension-distorting blades that deal kinetic damage at close range.
  •   Arc Grenade that deals arc damage and staggers those hit.
The pack you received after Close Combat training.
  Close Combat Equipment   1
  •   Pestilence, a vicious living gauntlet that infects your foes while dealing biochemical damage at close range.
  •   Bio Grenade that deals biochemical damage in an area and has a chance to poison those hit.
The pack you received after Close Combat training.

AmazonEdit

Perk Cost Effects Description
  Basic Equipment 0
  •   Hunting Bow that deals repeated biochemical damage and has a chance to poison.
  •   Thermal Grenade that deals thermal damage in an area and has a chance to burn those hit.
The standard-issue pack you received after basic training.
  Assault Equipment 1
  •   Hunting Bow that deals repeated biochemical damage and has a chance to poison.
  •   Thermal Grenade, that when used causes thermal damage in an area and has a chance to burn those hit.
The pack you received after Assault training.
  Close Combat Equipment 1
  •   Laser Glaive that deals repeated thermal damage at close range.
  •   Bio Blaster that deals repeated biochemical damage.
The pack you received after Close Combat training.
  Sharpshooter Equipment 1
  •   Laser Sniper that deals thermal damage.
  •   Bio Blaster that deals repeated biochemical damage.
The pack you received after Sharpshooter training.
  Assault Vehicle 2
  •   Lancer, which possesses powerful thermal capabilities plus a mod.
  •   Bio Blaster that deals biochemical damage.
You have your own personal Lancer. You still remember when it was just a zygote in the birthing chambers. You have been inseparable ever since.
  Support Vehicle 2
  • Imperial APC with various support abilities.
  •   Thermal Grenade that deals thermal damage in an area and has a chance to burn those hit.
You found a lost Imperial APC and repaired it.

AssemblyEdit

Perk Cost Effects Description
  Basic Equipment 0
  •   Arc Projector that deals repeated arc damage.
  •   Arc Grenade that deals arc damage and staggers those hit.
The standard-issue pack you received after basic training.
  Assault Equipment 1
  •   Arc Projector that deals repeated arc damage.
  •   Arc Grenade that deals arc damage and staggers those hit.
The pack you received after Assault training.
  Close Combat Equipment 1
  •   Arc Sword that deals repeated arc damage at close range.
  •   Imperial Pistol that deals repeated kinetic damage.
The pack you received after Close Combat training.
  Sharpshooter Equipment 1
  •   Vorpal Sniper that deals kinetic damage.
  •   Arc Grenade that deals arc damage and staggers those hit.
The pack you received after Sharpshooter training.
  Assault Vehicle 2
  •   Chopper, which possesses powerful kinetic capabilities plus a mod.
  •   Arc Grenade that deals arc damage and staggers those hit.
You were a grand scientist, but they despised you due to your Chopper. Now is the time to prove to them that your modified combat vehicle is all you need.
  Support Vehicle 2
  • Imperial APC with various support abilities.
  •   Arc Grenade that deals arc damage and staggers those hit.
You found a lost Imperial APC and repaired it.

DvarEdit

Perk Cost Effects Description
  Basic Equipment 0
  •   Spike Gun that fires a single powerful shot that deals kinetic damage.
  •   Basic Grenade that deals kinetic damage in an area and staggers those hit.
The standard-issue pack you received after basic training.
  Assault Equipment 1
  •   Spike Gun that fires a single powerful shot that deals kinetic damage.
  •   Basic Grenade that deals kinetic damage in an area and staggers those hit.
The pack you received after Assault training.
  Close Combat Equipment 1
  •   Rocket Hammer that deals a single burst of kinetic damage at close range.
  •   Imperial Revolver that deals kinetic damage in a single burst.
The pack you received after Close Combat training.
  Sharpshooter Equipment 1
  •   Imperial Sniper Rifle that deals kinetic damage.
  •   Basic Grenade that deals kinetic damage in an area and staggers those hit.
The pack you received after Sharpshooter training.
  Assault Vehicle 2
  •   Bulwark, which possesses powerful kinetic capabilities plus a mod.
  •   Basic Grenade that deals kinetic damage in an area and staggers those hit.
Built with blood, sweat and tears, your Bulwark is your greatest creation yet. Now let's see how it fights!
  Support Vehicle 2
  • Imperial APC with various support abilities.
  •   Basic Grenade that deals kinetic damage in an area and staggers those hit.
You found a lost Imperial APC and repaired it.

Kir'koEdit

Perk Cost Effects Description
  Basic Equipment 0
  •   Thrax Rifle that deals repeated biochemical damage.
  •   Psi-stone of Dissonance that deals psy damage in an area.
The standard-issue pack you received after basic training.
  Assault Equipment 1
  •   Thrax Rifle that deals repeated biochemical damage.
  •   Psi-stone of Dissonance that deals psionic damage in an area.
The pack you received after Assault training.
  Close Combat Equipment 1
  •   Rending Claws that deal repeated kinetic damage at close range.
  •   Thrax Blaster that deals repeated biochemical damage.
The pack you received after Close Combat training.
  Sharpshooter Equipment 1
  •   Psi-Rifle that deals psionic damage.
  •   Thrax Blaster that deals repeated biochemical damage.
The pack you received after Sharpshooter training.
  Assault Vehicle 2
  •   Abyssian, which possesses powerful biochemical capabilities plus a mod.
  •   Psi-stone of Dissonance that deals psionic damage in an area.
During a terrible battle, an Emergent saved your life. It later grew into an Abyssian. You have been together ever since.
  Support Vehicle 2
  • Imperial APC with various support abilities.
  •   Psi-stone of Dissonance, that when used causes psionic damage in an area.
You found a lost Imperial APC and repaired it.

SyndicateEdit

Perk Cost Effects Description
  Basic Equipment 0
  •   Pulse Repeater that deals repeated arc damage.
  •   PsiTec Grenade that deals psy damage in an area and has a chance to cripple those hit.
The standard-issue pack you received after basic training.
  Assault Equipment 1
  •   Pulse Repeater that deals repeated arc damage.
  •   PsiTec Grenade that deals psionic damage in an area and has a chance to cripple those hit.
The pack you received after Assault training.
  Close Combat Equipment 1
  •   PsiTec Fists that deal repeated psionic damage at close range.
  •   Arc Bolas that deal arc damage and attempt to immobilize the target.
The pack you received after Close Combat training.
  Sharpshooter Equipment 1
  •   Pulse Sniper that deals arc damage.
  •   Arc Bolas that deal arc damage to a target and has a chance to immobilize them.
The pack you received after Sharpshooter training.
  Assault Vehicle 2
  •   Hoverbike, which possesses powerful psionic capabilities plus a mod.
  •   Arc Bolas that deal arc damage and has a chance to immobilize the target.
Your parents gave you a Hoverbike for your 16th birthday... they couldn't even get it in the right color, but you persevered and became an expert at riding it.
  Support Vehicle 2
  • Imperial APC with various support abilities.
  •   PsiTec Grenade that deals psionic damage in an area and has a chance to cripple those hit.
You found a lost Imperial APC and repaired it.

VanguardEdit

Perk Cost Effects Description
  Basic Equipment 0
  •   Laser Rifle that deals repeated thermal damage.
  •   Basic Grenade that deals kinetic damage in an area and staggers those hit.
The standard-issue pack you received after basic training.
  Assault Equipment 1
  •   Laser Rifle that deals repeated thermal damage.
  •   Basic Grenade that deals kinetic damage in an area and staggers those hit.
The pack you received after Assault training.
  Close Combat Equipment 1
  •   Laser Sword that deals repeated thermal damage at close range.
  •   Imperial Revolver that deals kinetic damage in a single burst.
The pack you received after Close Combat training.
  Sharpshooter Equipment 1
  •   Sniper Rifle that deals kinetic damage.
  •   Imperial Revolver that deals kinetic damage in a single burst.
The pack you received after Sharpshooter training.
  Assault Vehicle 2
  •   Assault Bike, which possesses powerful thermal capabilities plus a mod.
  •   Imperial Revolver that deals kinetic damage to a single target.
You always cherished your Assault Bike, and through some special connections, you were able to bring it with you.
  Support Vehicle 2
  • Imperial APC with various support abilities.
  •   Basic Grenade that deals kinetic damage in an area and staggers those hit.
You found a lost Imperial APC and repaired it.