Please help with verifying or updating older sections of this article. At least some were last verified for version Pre-release.
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:
Background - Mainly modifiers which benefit the empire as whole.
Colony supplement - Benefits to help jumpstart an empire.
Vice - A perk which contains a positive modifier for the hero and its army on the expanse of the empire.
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.
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 one action point.
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.
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.
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.
Please help with verifying or updating this section. It was last verified for version Pre-release.
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.
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.
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.