능력 일람 (롱 워 리밸런스)

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Normal Perks

Absorption Fields
흡수장
+20% DR 제공.

Available for: Goliath, SHIV


Aggression
호전성
치명타 데미지가 +1 증가하며, 치명타율이 +20% 증가합니다.

Available for: Assault, Infantry, Jaeger, Marauder


Awareness
Awareness
Provides +30 defense. Steadied weapons do not become unsteadied after taking damage.

Available for: Jaeger


Body Shield
Body Shield
Grants a 35% chance for incoming shots to graze, dealing only half of their original damage. The nearest visible enemy suffers -20 aim against this unit and cannot critically hit it.

Available for: All MEC Troopers


Brawler
Brawler
Grants +1 damage and +20 aim against targets within 4 tiles. Melee attacks against this unit graze (dealing only half of their original damage) and trigger a counterattack with damage equal to this unit's base HP (half this unit's base HP if augmented).

Available for: Assault, Marauder


Bring 'Em On
Bring 'Em On
Grants the primary weapon additional damage equal to 1 + half the number of enemies in sight.

Available for: Assault, Gunner, Jaeger, Sniper


Bull Rush
Bullseye
Steadying a weapon costs only 1 AP. Grants +20 aim against targets on overwatch.

Available for: Engineer, Infantry, Medic, Scout, Sniper, SHIV


Close Combat Specialist
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts if hit chance >50. Reaction shot only activates on enemy's turn, once per enemy.

Available for: Assault, Marauder, Medic, SHIV


Close Encounters
Close Encounters
The first standard shot against an enemy within 4 tiles will leave this unit with 1 AP but reduces mobility to 4 tiles during their next action. Grants immunity to reaction fire and critical hits from enemies within 4 tiles. Activating Run and Gun disables the AP discount.

Available for: Assault, Medic


Collateral Damage
Collateral Damage
Use a full ammo clip to destroy some cover and deal 25% weapon damage per ammo in a 5 tile radius. Costs 1 AP. 3 turn cooldown. Grants Lock N' Load.

Available for: Shogun


Combat Drugs
Combat Drugs
Smoke grenades are infused with stimulants and nanobots that heals 35% of any damage taken for units that breathe the smoke. Grants 1 smoke grenade.

Available for: Medic


Concealment
Concealment
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


Critical System Targeting
Critical System Targeting
Shots against autopsied mechanical units deal +50% damage and gain +50 crit. Does not work with the Arc Rifle or Arc Pistol.

Available for: Engineer, Goliath, Gunner, Infantry, Jaeger, Shogun


Damage Control
Damage Control
Grants an instance of 20% DR each time damage is received (they stack multiplicatively). If shredded, reduces shred to 35% at end of turn.

Available for: SHIV


Danger Zone
Danger Zone
Gunners/Exalt: Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target. Rocketeers/Engineers/Goliaths: +35% radius to explosives.

Available for: Goliath, Rocketeer, SHIV


Dense Smoke
Dense Smoke
Smoke grenades grant an additional +30 defense (+60 defense total -- defense affects psi as well). Grants 2 smoke grenades.

Available for: Engineer


Death From Afar
Grants +10 aim when firing at squadsight range.

Available for: Sniper


Disabler
Disabler
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.

Available for: Scout, Sniper


Disabling Shot
Disabling Shot
If this unit has a sniper/strike/arc rifle: Fire a 1 damage shot at -20 aim that disables the target's main weapon and has a chance to maim any biological target equal to the percent of HP they have lost. Targets with disabled main weapons must reload before they can fire again. Requires 2 AP. 4 turn cooldown.

Available for: Scout, Sniper


Double Tap
Double Tap
Shooting or using burst allows this unit to fire an extra shot (at +20 aim 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


Executioner
Executioner
Grants +25 aim against targets at or below half HP.

Available for: Jaeger, Marauder, Sniper


Extra Conditioning
Extra Conditioning
Grants +2 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.

Available for: All MEC Troopers, All Soldiers


Field Medic
Field Medic
Grants 2 medikits, equipped medikits receive an additional use, and the first medikit use each turn costs 0 AP.

Available for: Medic


Fire Rocket
Fire Rocket
Grants the ability to use and equip a rocket launcher. Rocket scatter is unaffected by aim but decreases by 4% per HP above average. Firing a rocket with less than 2 AP triples scatter. 2 turn cooldown.

Available for: Rocketeer


First Aid
First Aid
Grants 2 medikits.

Available for: Rocketeer, Scout, Shogun


Saturation Fire
Saturation Fire
Fire a +25 aim shot with -50% weapon damage. Requires 2 ammo.

Available for: All Soldiers, SHIV


Fortified
Fortified
Grants immunity to critical hits and +10 base DR. For XCOM only: Grants Steadfast.

Available for: Goliath, Marauder


Fragmentation
Fragmentation
Explosives gain a 50% chance to deal double damage.

Available for: Engineer, Goliath, Rocketeer, Shogun


Grenadier
Grenadier
Using a destructive grenade costs only 1 AP. Equipped destructive grenades receive an additional use.

Available for: Engineer, Goliath, Infantry, Shogun


Regen Biofield
Grit
Grants +3 armor HP and %DR equal to 15 + half of the %HP lost.

Available for: Assault, Goliath, Gunner, Medic


HEAT Warheads
HEAT Warheads
Explosives gain +4 penetration and double the chance to disorient a target through Concussive Blast.

Available for: Engineer, Rocketeer, Shogun


Hit and Run
Hit and Run
The first shot taken at a target that was damaged, suppressed, or disoriented this turn deals +35% weapon damage and will leave this unit with 1 AP, but prevents the use of weapons or equipment until this unit reaches 0 AP.

Available for: Scout, Shogun


Holo Rounds
Holo Rounds
Firing at targets during this unit's turn applies holo [Prevents concealment/stealth, incoming shots gain +15 aim and +1 penetration] on those targets for 3 turns. If the target was already holod, gain an additional +15 aim.

Available for: Engineer, Gunner, Jaeger, Rocketeer, Scout, SHIV, Sniper


Jetboot Module
Jetboot Module
When activated, grants +3.3 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting).

Available for: Jaeger, Marauder, Shogun


Killer Instinct
Killer Instinct
Critical hits from the primary weapon deal 175% damage.

Available for: Assault, Jaeger, Marauder, Shogun


Light 'Em Up
Light 'Em Up
Standard shots gain +1 damage and +10 crit for every instance of damage their target took this turn and cost only 1 AP.

Available for: Infantry, SHIV


Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.

Available for: Engineer, Goliath, Gunner, Infantry, Jaeger, Marauder


Lone Wolf
Lone Wolf
Grants 10 aim, crit, and defense if not within 5 tiles of an allied unit.

Available for: Jaeger, Sniper


Low Profile
Low Profile
Partial cover grants the defense and DR bonus of full cover.

Available for: Scout


Mayhem
Mayhem
Suppressive fire damage occurs immediately. Grants +70% weapon damage to grenades, sniper rifles, and strike rifles.

Available for: Goliath, Gunner, Infantry, Rocketeer, SHIV, Sniper


Master Mechanic
Master Mechanic
Grants +2 penetration against mechanical units to all weapons and equipment. Increases the max healing of repair by +2 HP and the first repair each turn costs 0 AP.

Available for: Engineer


Mechanic
Mechanic
Grants +2 penetration against mechanical units to all weapons and equipment. Grants 4 uses of Repair.

Available for: Engineer


One for All
One for All
Upon activation: gain 30% DR, immunity to critical hits, disable reactive fire, remove all base defense, and act as full cover element. Lasts until unit moves, overwatches, or uses an arm-based weapon. Does not trigger reaction fire.

Available for: All MEC Troopers


Opportunist
Opportunist
Reaction shots gain +10 aim and can critically hit.

Available for: Assault, Infantry, Marauder, Goliath, Gunner,


Packmaster
Packmaster
Equipped medikits, grenades, mists, and beacons receive an additional use. Grants +1 ammo to non-electric primary weapons.

Available for: Infantry, Medic, Rocketeer, Scout


Penetrator
Penetrator
The primary weapon gains +2 penetration.

Available for: Goliath, Gunner, Shogun


Platform Stability
Platform Stability
If this soldier has not moved it gains: +15 aim, -50% rocket scatter, and +2 damage to suppressive fire.

Available for: Gunner, Rocketeer, Scout, Sniper


Precision Shot
Precision Shot
Fire a shot that has no squadsight penalties, +30 crit, and +50% weapon damage. 2 turn cooldown. Only for Strike/Sniper Rifles.

Available for: Scout, Sniper


Ranger
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty, gain double the close-range aim bonus, and reloading costs only 1 AP.

Available for: Assault, Infantry, Medic, Rocketeer, Scout, Sniper


Rapid Fire
Rapid Fire
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -20 aim penalty.

Available for: Assault


Rapid Reaction
Rapid Reaction
Allows 2 reaction shots during overwatch. Grants +40% DR when overwatching.

Available for: Marauder


Ready For Anything
Ready For Anything
At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, overwatch activates.

Available for: Gunner, Marauder, Medic


Reactive Targeting Sensors
Reactive Targeting Sensors
Once per turn, if this unit is attacked by anything besides a grenade/MiNE: : Return fire with a +40 aim reaction shot and then enter One For All (if able). [Basic reaction shots bypass half of cover def and cannot crit]

Available for: Goliath, Marauder, SHIV


Reconnaissance
Reconnaissance
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


Repair
Repair
Heal a friendly mechanical unit for 4 of their missing HP.

Available for: Engineer


Repair Servos
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to 45% of the damage sustained. Each servo can heal 1 HP. At end of turn, use half the servos available (minimum 1, if available).

Available for: Goliath, SHIV


Run and Gun
Run and Gun
Allows shooting or overwatching at 0 AP if the last AP was spent moving. Disables other abilities. Until this unit's next turn their shots gain +50% base damage and +50 crit. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle.

Available for: Assault


Sapper
Sapper
Explosives deal double environmental damage. Grants +30% throw range.

Available for: Engineer, Shogun


Savior
Savior
Medikits gain +2 max HP healed and revive stabilized soldiers. Grants +20 aim to shots at targets affected by Red Fog.

Available for: Medic


Sentinel
Sentinel
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist.

Available for: Gunner, Infantry, Medic


Shadowstep
Shadowstep
This unit does not trigger reaction shots when walking (not dashing). Grants +0.6 mobility. After repositioning, grants +30 crit until next turn.

Available for: Assault, Medic, Shogun, Scout


Sharpshooter
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets.

Available for: Infantry, Jaeger, Medic, Sniper


Shock-Absorbent Armor
Shock-Absorbent Armor
Grants proximity-based DR if the damage is within 10 tiles (+5% DR per tile up to +50% at point blank).

Available for: Marauder


Shock and Awe
Shock and Awe
Rocket launchers, extra equipped rockets, grenade launchers, and MiNE launchers gain an additional use. Grants Slayer.

Available for: Rocketeer


Shredder
Shredder
Primary weapons Shred [Applies shred equal to the damage dealt (+20 if the target wasn't shredded), and then subsequent damage the target receives is increased by the amount of shred] any unit they damage for the remainder of the battle.

Available for: Gunner


Smoke and Mirrors
Smoke and Mirrors
Using a support grenade costs only 1 AP and will not trigger non-suppression reaction shots. Equipped support grenades receive an additional use.

Available for: Engineer, Medic, Rocketeer, Scout


Snap Shot
Snapshot
Shooting or Overwatching will not trigger reaction fire. For XCOM only: Grants a 20% chance for shots to cost 0 AP and an additional reaction shot on Overwatch.

Available for: Assault, Infantry, Scout


Sprinter
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).

Available for: Assault, Scout, SHIV


Squad sight
Squadsight
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) with -3 aim for each tile further than 18. Does not apply to overwatch or reaction shots. For Sniper only: Grants Low Profile.

Available for: Jaeger, Sniper


Steadfast
Steadfast
Immunity to panic (except from flames or psionics) and grants 30 will when defending against psionic attacks and overpower.

Available for: All MEC Troopers, All Soldiers


Suppression
Suppression
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. Suppressing makes this unit 30% more likely to be critically hit. 1 turn cooldown.

Available for: Gunner, Infantry, SHIV


Tandem Warheads
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).

Available for: Engineer, Goliath, Rocketeer


Tenacious Defense
Tenacious Defense
Grants +3 armor HP. Grants +40% crit resistance when protected by cover.

Available for: Assault, Gunner, Infantry


Vital Point Targeting
Vital Point Targeting
Shots against humans and autopsied biological aliens deal 30% more damage when they are steadied or against targets not protected by cover.

Available for: Infantry, Jaeger, Scout, Shogun


Will To Survive
Will To Survive
Grants +2 armor HP. When protected by cover: This unit receives +30% DR and lowers cover defense by half. For XCOM only: Reduces injury time by 50% and grants Steadfast.

Available for: Assault, Gunner, Infantry, Medic

Alien Only Perks

Tinker
Tinker
Throw or launch grenades and devices 30% further.

Available for: Muton Leaders, Thin Man Leaders


Deflection Shield
Deflection Shield
When active, reduces the hit chance of shots taken against this unit (+10 defense per tile away). Can activate when this unit ends a turn on a move or with actions to spare.

Available for: Ethereal, Muton, Muton Elite


Distortion
Distortion
Reality is distorted around this unit: non-psionic attacks deal only 35% the damage and the damage is then shared among biologic allies in sight within 8 tiles. Grants +80 crit resistance and reduces corrosion duration to 1 turn. Prevents healing in humans.

Available for: Ethereal, Sectoid Commander


Greater Mind Merge
Greater Mind Merge
Merge minds with allies, granting them +100 aim/crit, +25 will, +35% graze chance, +50% mobility, and some extra HP until the beginning of their next turn. Upon use creates an 8.5 radius telekinetic field that grants 30 defense to all allies within the field through 1 enemy turn. 2 turn cooldown.

Available for: Sectoid Commander


Growth
Growth
Outsiders with this perk have a chance to grow in strength each turn they start with max base hp, up to a cap. The amount of growth increases by 2x if the outsider is activated.

Available for: Outsider


Mind Control
Mind Control
Grants control of a target indefinitely but slows mobility by 50% and reduces AP by 1. Hit chance is calculated using 150% of will. Does not work on purely mechanical units. Mind controlled targets only have 1 AP, lose 1 + 20% of their max HP at the end of their turn, and may lose some of their active buffs. Interrupted by explosive damage or disorientation on the Mind Controller. 3 turn cooldown.

Available for: Sectoid Commander


Overpower
Overpower
This unit has an Overpowering Aura that causes enemies to lose a percent of their aim, mobility, melee damage, throw range, and rocket accuracy equal to it's will/6. High base HP and distance beyond 20 tiles can mitigate this loss. Specifically, targets lose 1 percentage point less/more attributes for each base HP above/below average and targets lose 1 percentage point less attributes for each tile beyond 20. Does not affect SHIVs.

Available for: Berserker Leaders, Ethereal


Tactical Mobility
Tactical Mobility
Grants 20 defense when flying or protected by cover if this unit has not been damaged this turn.

Available for: Floater, Heavy Floater, Muton Leaders, Muton Elite Leaders, Sectoid Leaders, Sectoid Commander Leaders, Thin Man Leaders

Gene Mods

(See also: Gene Mods)

Adaptive Bone Marrow
Adaptive Bone Marrow
This soldier recovers from injuries 50% faster and regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).


Adrenal Neurosympathy
Adrenal Neurosympathy
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.


Adrenaline Surge
Adrenaline Surge
Grants +6 mobility and +40 defense when below 50% HP.


Depth Perception
Depth Perception
Height advantage grants an additional +20 crit.


Hyper-Reactive Pupils
Hyper-Reactive Pupils
If this unit misses a shot, it's next shot gains +20 aim (even if multiple turns apart).


Iron Skin
Iron Skin
Grants +10 Base DR and +50 crit resistance.


Muscle Fiber Density
Muscle Fiber Density
Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids and granting +0.6 mobility.


Neural Damping
Neural Damping
Grants immunity to mind fray status effects and panic. If the soldier is Mind Controlled, the soldier is stunned for 1 turn instead.


Dual Heart
Dual Heart
Causes soldiers to bleed out instead of dying the first time they go to zero health in a mission. The bleed-out timer is extended by 2 turns. Increases throw range by 20%.


Smart Macrophages
Smart Macrophages
Increases the HP medikits can heal by 1 when used on this soldier. Grants complete immunity to corrosion and shredding.


Officer Training

(See also: Officers)

Battlefield Aptitude
Battlefield Aptitude
Squad receives +10 defense when protected by cover and +10 will.


Combined Arms
Combined Arms
All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base mobility and +1 Command.


Comradery
Comradery
Non-SHIV squad members have a 50% chance (Modified by Campaign Length) to gain +1 aim/will when completing a mission with no soldier deaths. +1 Command Charge.


Cover Tactics
Cover Tactics
Squad receives +1 defense per activated enemy when protected by cover. Officers gain +10 defense.


Fortiores Una
Inspired Tenacity
Squad receives +20% DR when protected by cover.


International Warriors
International Warriors
Squad receives +4 aim per continent bonus XCOM has earned.


Show 'Em the Ropes
Show 'Em the Ropes
All soldiers in the squad at Sergeant rank or lower gain double mission experience. Officers gain +3 base HP and +1 Command.


Stay Frosty
Stay Frosty
Squad fatigue reduced by 15%.\nOfficers gain Commanding Officer [Various Abilities, +1 Command Charge] and +0.6 mobility.


Strength in Diversity
Strength in Diversity
Squad receives +1 will per different nationality in the squad. Gain Commanding Officer [1 command charge, +10% squad xp/rank, -20% personal fatigue].


Tricks of the Trade
Tricks of the Trade
All soldiers in the squad at Sergeant rank or higher gain +10% mission experience. Officers gain +5 aim and +1 Command.


Psionic Abilities

(See also: Psionics)


Pyrokinesis
Inner Fire
Grants +10 aim, +1.3 mobility, +10% throw range, and +10% DR. Gain an additional reaction shot on Overwatch. Psionic potential unlocks a deep connection to one's body.


Mind Fray
Mind Fray
Launch a damaging mental attack against the target causing 5% of will in damage, -25 aim, -25 will, -25% mobility/ability range, and +25% scatter. Hit chance is calculated using 80% of will. Lasts through 2 enemy turns. 2 turn cooldown.


Mind Merge
Mind Merge
Grants the target +25 aim/crit/will, +35% graze chance, +50% mobility, and -50% scatter until the beginning of their next turn. Additionally, sectoids gain HP and mechtoids gain a shield. 5 turn cooldown.


Neural Feedback
Neural Feedback
Psi attackers that attack a friendly unit in vision are dealt 4 damage. Does not effect the psionic attack itself.


Psi Inspire
Psi Inspire
Removes mind fray, panic, red fog, shaken, 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.


Psi Mastery
Psi Mastery
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Countercharge deals +2 damage. Inner Fire is 50% stronger. Psychic Storm deals half damage when interrupted.


Psi Panic
Psi Panic
Causes the target to panic if the target's will is overcome. Hit chance is calculated using 66% of will. Purely mechanical units are immune. 4 turn cooldown.


Psychokinetic Strike
Psychokinetic Strike
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.


Rift
Rift
Devastate an area with a storm of psi energy dealing 2 + (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.


Telekinetic Field
Telekinetic Field
Create an 8.5 radius telekinetic field that grants 30 defense to all allies within the field and dampens the effects of all explosives to only 50% of their original damage. Lasts through 1 enemy turn. 4 turn cooldown.