스킬 목록 (롱 워 리밸런스)
+20% DR 제공.
치명타 데미지가 +1 증가하며, 치명타율이 +20% 증가합니다.
Template:무력화 (롱 워 리밸런스) Available for: 모두
Alien Only Perks
Throw or launch grenades and devices 30% further.
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.
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.
Grants the target +100 aim/crit, +25 defense/will, +25% mobility, -25% scatter, and extra HP. 2 turn cooldown.
Available for: Sectoid Commander
Outsiders with this perk have a chance to grow in strength each turn they start with full hp, up to a cap. The amount of growth increases by 2x if the outsider is activated.
Available for: Outsider
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 and lose 1 + 20% of their max HP at the end of their turn. Interrupted by disorientation or explosive damage on either the Mind Controllee or Mind Controller. 3 turn cooldown.
Available for: Sectoid Commander
This unit has an Overpowering Aura, even when inactive, that causes enemies to lose a percent of their aim, mobility, melee damage, throw range, and rocket accuracy equal to it's will/5. High base HP and distance beyond 20 tiles can mitigate this loss. Specifically, targets lose 2% less/more attributes for each base HP above/below average and targets lose 1% less attributes for each tile beyond 20. Does not affect SHIVs.
Grants 20 defense when flying or protected by cover if this unit has not been damaged this turn.
(See also: Gene Mods)
This soldier recovers from injuries 50% faster and 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 +10 Base DR and +50 crit resistance.
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.
Grants immunity to mind fray status effects and panic. If the soldier is Mind Controlled, the soldier is stunned for 1 turn instead.
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%.
The max HP medikits can heal is increased by 2 when used on the soldier. Grants complete immunity to corrosion and shredding.
(See also: Officers)
Squad receives +10 defense when protected by cover and +10 will.
Grants +1 damage to all weapons and equipment. Officer's provide this to the entire squad. Officers gain +1.3 mobility and +1 Command.
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.
Squad receives +1 defense per activated enemy when protected by cover. Officers gain +10 defense.
Squad receives +20% DR when protected by cover.
Squad receives +4 aim per continent bonus XCOM has earned.
All soldiers in the squad at Sergeant rank or lower gain double mission experience. Officers gain +3 base HP and +1 Command.
Squad fatigue reduced by 15%.\nOfficers gain Commanding Officer [Various Abilities, +1 Command Charge] and +0.6 mobility.
Squad receives +1 will per different nationality in the squad. Gain Commanding Officer [1 command charge, +10% squad xp/rank, -20% personal fatigue].
All soldiers in the squad at Sergeant rank or higher gain +10% mission experience. Officers gain +5 aim and +1 Command.
(See also: Psionics)
Grants +10 aim, +1.3 mobility, +10% throw range, and +10% DR. Resist 50% of overpower and gain an additional reaction shot on Overwatch. Psionic potential unlocks a deep connection to one's body.
Launch a damaging mental attack against the target causing 5% of will in damage, -25 aim, -25 will, -25 defense, -25% mobility/ability range, and +25% scatter. Hit chance is calculated using 66% of will. Lasts through 2 enemy turns. 4 turn cooldown.
Grants the target +25 aim/crit/defense/will, +40% mobility, -40% scatter, and resists 50% of overpower until the beginning of their next turn. Additionally, Sectoids gain HP and Mechtoids gain a 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, 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. Countercharge deals 50% more damage. Inner Fire is 50% stronger.
Project a bolt of pure psi force at an enemy that deals 5 + (caster_will - target_will)/20 damage. The lance will jump to another enemy target within 4 tiles of the last target dealing half damage each jump until it dissipates. Unlike most psionic attacks, this attack has a hit chance based on the caster's aim and the defender's defense, just like standard shots.
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.
Project a bolt of pure psi force that destroys all destructible cover in a 3 tile radius area but does not harm units. 3 turn cooldown.
Devastate an area with psionic storm energy that damages all units. Deals 3 + (caster_will - target_will)/20 initially and again after a turn. 2 turn cooldown.
Project an 8.5 radius protective field that grants +40 defense to all allies within the field. Explosive damage against units within the field deal only 1/5th the damage. 4 turn cooldown.