Difference between revisions of "Abilities List (LWR)"
SweetMochi (talk | contribs) (→Psionic Abilities: remove extra spacing) |
SweetMochi (talk | contribs) (→Gene Mods: remove extra spacing) |
||
Line 302: | Line 302: | ||
<div id="Secondary Heart"></div> | <div id="Secondary Heart"></div> | ||
{{ Secondary Heart (LWR)|align=left|text=1}} | {{ Secondary Heart (LWR)|align=left|text=1}} | ||
− | |||
<div id="Smart Macrophages"></div> | <div id="Smart Macrophages"></div> | ||
{{ Smart Macrophages (LWR)|align=left|text=1}} | {{ Smart Macrophages (LWR)|align=left|text=1}} | ||
− | |||
==Officer Training== | ==Officer Training== |
Revision as of 12:00, 19 July 2020
Normal Perks
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight.
Available for: Assault, Infantry, Jaeger, Marauder
Grants +1 damage and +20 aim against targets within 4 tiles. Counterattacks melee attacks with damage equal to this unit's max base HP.
Available for: Assault, Marauder
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight.
Available for: Assault, Gunner, Jaeger, Sniper
Grants +25 aim and crit if shooting at 2AP. Grants +25 aim and crit to shots against targets that are suppressing or on overwatch.
Available for: Engineer, Infantry, Medic, Sniper, Scout
Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30]
Available for: Assault, Marauder, Medic
The first standard shot against an enemy within 4 tiles or destructive grenade thrown within 4 tiles will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants immunity to reaction fire and critical hits from enemies within 4 tiles.
Smoke grenades grant +20 aim and +10 crit. Smoke grenades also passively heal 3 HP at the end of the turn. Only affects units that are breathing the smoke. Does not work in dense smoke.
Available for: Medic
If this unit cannot be seen by any enemies and walks (not dashes) to full cover it will become and/or stay concealed. Enemies will not target this unit (but can sense it) when concealed. Leaving cover (that enemies have sight of), beginning a turn in sight of an enemy, being holo-targeted, being flanked, and performing any action will break this concealment. Firing from concealment grants +30% crit.
Available for: Scout
Shots against autopsied mechanical units deal +50% damage and gain +2 penetration. Does not work with the Arc Rifle or Arc Pistol.
Available for: Engineer, Goliath, Gunner, Infantry, Jaeger, Shogun
Grants +15 aim (+50 aim for pistols) against targets at or below half HP.
Available for: Jaeger, Marauder, Sniper
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP.
Available for: All MEC Troopers, All Soldiers
Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target.
Available for: Goliath, Rocketeer
Available for: Sniper
All shots gain a 20% chance to jam enemies weapons, forcing a reload before they can fire again (each enemy weapon can only be jammed once). Grants Disabling Shot.
If this unit has a sniper/strike/arc rifle: Fire a shot that disables a target's main weapon if it connects. The shot deals 1 damage and costs 0 AP. Does not work against mechanical targets. Cannot be used after activating Double Tap or In The Zone. 3 turn cooldown. Grants +1 ammo to non-arc primary weapons.
Shooting or using burst allows this unit to fire an extra shot (at +25 aim/crit if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used.
Available for: Engineer, Gunner, Rocketeer, Sniper
Grants 2 medikits.
Available for: Rocketeer, Shogun, Scout
Explosives critically hit exposed targets, dealing 150% damage.
Available for: Engineer, Goliath, Rocketeer, Shogun
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Makes destructive grenades and launchers weightless.
Available for: Engineer, Goliath, Infantry, Shogun
Grants +3 armor HP and %DR equal to half of the %HP lost.
Available for: Assault, Goliath, Gunner, Medic
Explosives gain +5 penetration and double the application of any shred.
Available for: Engineer, Rocketeer, Shogun
The first non-reaction shot taken at a target that was damaged, suppressed, or disoriented this turn deals +2/2/4/4/6 crit damage (based on active weapon tier) and will leave this unit with 1 AP, but prevents the use of non-mobility actions until this unit reaches 0 AP. Grants +0.6 mobility.
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns.
Available for: Engineer, Gunner, Jaeger, Rocketeer, Scout, Sniper
Critical hits deal 200% damage.
Available for: Assault, Jaeger, Marauder, Shogun
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
Available for: Engineer, Goliath, Gunner, Infantry, Jaeger, Marauder
Grants 10 aim, crit, and defense if not within 4 tiles of an allied unit.
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately. Doubles shred application from suppression.
Available for: Goliath, Gunner, Infantry, Rocketeer, Sniper
Increases the healing of repair by +3 HP. Grants +2 penetration to shots vs mechanical units.
Available for: Engineer
Removes corrosion from all adjacent allies after each action. Grants +10 aim against mechanical units. Grants 2 uses of Repair [Heal a mechanical unit for 4 HP]. If idle and adjacent to a mechanical unit: When that unit takes damage heal it for 25% of the damage taken.
Available for: Engineer
Reaction shots gain +20 aim and can critically hit.
Available for: Assault, Infantry, Marauder, Goliath, Gunner,
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. Grants +1 HP to healing from Restorative Mists.
Available for: Infantry, Medic, Rocketeer, Scout
The primary weapon gains +2 penetration.
Available for: Goliath, Gunner, Shogun
Fire a shot that has no squadsight penalties, +30 aim, and +30 crit. The shot will never graze. 2 turn cooldown. Only for Strike/Sniper Rifles.
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty and reloading costs only 1 AP.
Available for: Assault, Infantry, Medic, Rocketeer, Scout, Sniper
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -40 aim penalty (-20 for shotguns). Grants +0.6 mobility.
Available for: Assault
At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, Overwatch activates. Doubles shred application from shots.
Available for: Gunner, Marauder, Medic
Displays information on the nearest aliens that are not hiding after each non-dash move. Provides additional information on sneaking aliens. The first battle scanner used each turn costs 0 AP. Grants a free battle scanner. Grants Low Profile.
Available for: Scout
Heal a friendly mechanical unit for 4 of their missing HP.
Available for: Engineer
Allows shooting or overwatching at 0 AP if the last AP was spent moving. Disables the AP discount from Close Encounters. Shots gain +35% weapon damage and +35 crit until this unit's next turn. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle.
Available for: Assault
Grants +2 armor HP. Medikits heal 3 more HP and can revive stabilized soldiers for 0 AP.
Available for: Medic
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist.
Available for: Gunner, Infantry, Medic
This unit does not trigger reaction shots or Pursuit when walking (not dashing). After repositioning, grants +2 crit dmg until next turn. Grants +0.6 mobility.
Available for: Assault, Medic, Shogun, Scout
All shots with the primary weapon gain +15 aim against biologic targets.
Available for: Infantry, Jaeger, Medic, Sniper
Rocket launchers and extra equipped rockets gain an additional use. Reduces scatter by 30%.
Available for: Rocketeer
Primary weapon shots during this unit's turn apply Shred equal to the percentage of the target's max HP lost from the attack (which increases subsequent damage the target receives by the amount of Shred) for the remainder of the battle.
Available for: Gunner
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.
Available for: Engineer, Medic, Rocketeer, Scout
Shooting will not trigger reaction fire. If this unit has not moved this turn, shots gain a 20% chance to cost 0 AP.
Available for: Assault, Infantry, Scout
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).
Allows firing with long-range weapons around some obstacles and beyond 18 tiles at targets with a spotter (an unconcealed ally at 0 AP that can see the target). Grants +3 aim per ally that can see the target and -5 aim for each tile beyond 18. Does not apply to overwatch or reaction shots. Other abilities that consider the number of enemies in sight will also include any enemies in squadsight.
Suppress [Pinned if protected by cover, suppressive fire if not, no reaction fire, -35 aim, -35% mobility/ability range] targets. Breaks with suppressive fire if the target acts. Requires 2 ammo, and uses the 2nd ammo if the suppression breaks with suppressive fire. 2 turn cooldown.
Available for: Gunner, Infantry
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).
Available for: Engineer, Goliath, Rocketeer
Grants +3 armor HP. Grants +20% crit resistance when protected by cover.
Available for: Assault, Gunner, Infantry
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens.
Available for: Infantry, Jaeger, Scout, Shogun
Increases DR of partial cover to 55% and full cover to 65% but grants 15 less defense. Grants +3 armor HP and Steadfast.
Available for: Assault, Gunner, Infantry, Medic
Alien Only Perks
Gene Mods
(See also: Gene Mods)
This soldier recovers from fatigue and injuries 15% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).
Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.2 mob, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.
Grants +6 mobility and +40 defense when below 50% HP.
Height advantage grants an additional +20 crit.
If this unit misses a shot, it's next shot gains +20 aim (even if multiple turns apart).
Grants +15 Base DR and +30 crit resistance.
Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.
Grants immunity to panic. Suppressed host neural resistance increases the HP medikits can heal by 4 when used on this soldier.
Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 2 turns. Increases throw range by 20%.
Grants complete immunity to corrosion and shredding.
Officer Training
(See also: Officers)
Psionic Abilities
(See also: Psionics)
Grants +10 aim, +2.0 mobility, +20% throw range, and +20% DR. Regenerates 2 base (non-armor) HP each turn. Fire an additional reaction shot on Overwatch. Psionic potential unlocks a deep connection to one's body.
Causes the target to lose grip on reality, causing -25 aim/stack, -25 will/stack, -50% AoE range, -25 defense, -40% mobility, and deals will/20 damage. Robotic units are immune. 4 turn cooldown.
Grants the target +1 pen, +25 aim/crit/will, +2.0 mobility, +50% graze chance, and -50% scatter until the beginning of their next turn. Additionally, Sectoids gain 5% of caster will in extra HP and Mechtoids gain a 20 HP shield. 5 turn cooldown.
Psi attackers that attack a friendly unit in vision are dealt 4 damage. Does not effect the psionic attack itself.
Removes mind fray, panic, red fog, shaken, fear, grants immunity to fatigued/exhausted, prevents non-suppression reaction fire triggering, and grants +30 will to all allies within a 4-tile area of effect for 2 turns. 4 turn cooldown.
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Psychic Storm deals half damage when interrupted.
Causes the target to panic if the target's will is overcome. Hit chance is calculated using 50% of will. Purely mechanical units are immune. 4 turn cooldown.
Project a bolt of pure psi force up to 10 tiles that destroys all destructible cover in a 2 tile radius area but does not harm units. 3 turn cooldown.
Devastate an area with a storm of psi energy dealing 4 + (caster_will - target_will)/20 damage immediately and then again after a turn. 2 turn cooldown. Affects mechanical units that are normally immune to psionic abilities.
Create an 8.5 radius telekinetic field that grants 50 defense to all allies within the field and dampens the effects of all explosives to only 50% of their original damage. Deals will/10 psionic damage to mechanical enemies that enter the field. Lasts through 1 enemy turn. 4 turn cooldown. Psi Training Target Will: 45.