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 30% 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.
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
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
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
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.
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 35% 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.
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%.
Increases the HP medikits can heal by 1 when used on this soldier. Grants complete immunity to corrosion and shredding.
(See also: Officers)
Squad receives +10 defense when protected by cover and +10 will.
All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base 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 +2 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%. Officers 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. Gain 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 5% of will in damage, -25 aim, -25 will, -25% mobility/ability range, and +25% scatter. Damage is halved if the target is already affected by mind fray. Hit chance is calculated using 80% of will. Purely mechanical units are immune. Lasts through 2 enemy turns. 2 turn cooldown.
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.
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 +2 damage. Inner Fire is 50% stronger. Psychic Storm deals half damage when interrupted.
Project a bolt of pure psi force at an enemy that deals 4 + (caster_will - target_will)/20 damage. The lance will jump to another enemy target within 6 tiles of the last target dealing less damage (10%) 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 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 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.
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.