Abilities List (LWR)

From UFOpaedia
Jump to navigation Jump to search

Back To Main Page

Contents


Normal Perks

Absorption Fields
Absorption Fields
Grants +25% DR.

Available for:
XCOM: Goliath, SHIV
Aliens: Mechtoid, Sectopod, Seeker Leaders
Aggression
Aggression
Grants +15 crit per enemy in sight.

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

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:
XCOM: All MEC Troopers
Bombard
Bombard
Throw or launch grenades and devices 30% further.

Available for:
XCOM: Rocketeer
Aliens: Muton Leaders, Thin Man Leaders
Brawler
Brawler
Attacks from enemies within 4 tiles graze, dealing only half of their original damage.

Available for:
XCOM: Assault, Marauder
Aliens: Outsider Leaders
Bring 'Em On
Bring 'Em On
Grants the primary weapon additional damage equal to 1 + half the number of enemies in sight.

Available for:
XCOM: Assault, Gunner, Jaeger, Sniper
Aliens: Muton Elite Leaders
Bull Rush
Bullseye
Steadying a weapon costs only 1 AP.

Available for:
XCOM: Engineer, Scout, Shogun
Close Combat Specialist
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts or moves >1 tile. Basic reaction shots bypass half of cover def and cannot crit. One shot per enemy each turn. Only activates on the enemy's turn.

Close Encounters
Close Encounters
The first standard shot or destructive grenade throw made within 4 tiles will leave this unit with 1 AP but movement is reduced by 50% if the next action is a move. Grants immunity to reaction fire and critical hits from enemies within 4 tiles. Activating Run and Gun disables the AP discount.

Available for:
XCOM: Assault, Medic
Aliens: Heavy Floater Leaders, Seeker Leaders
Collateral Damage
Collateral Damage
This unit can use a full ammo clip to destroy a quarter of the cover in the area and deal 20% weapon damage per ammo spent in a 5 tile radius. Requires 2 AP but only uses 1 AP. 4 turn cooldown.

Available for:
XCOM: Shogun
Combat Drugs
Combat Drugs
Smoke grenades are infused with stimulants and nanobots that heals 45% of any damage taken for units that breathe the smoke. Grants 1 smoke grenade.

Available for:
XCOM: Medic
Concealment
Concealment
If this unit cannot be seen by any enemies and walks (not dashes) to full cover it will become 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, hunkering, being holo-targeted, being flanked, shooting, using offensive psionic abilities, hacking arrays, and capturing meld will break this concealment. Firing from concealment grants +30% crit.

Available for:
XCOM: Scout
Aliens: Thin Man Leaders
Critical System Targeting
Critical System Targeting
Shots against autopsied mechanical units deal 65% more damage and gain +65 crit. Does not work with the Arc Rifle or Arc Pistol.

Damage Control
Damage Control
Grants +15% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively).

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 and +1 damage to explosives.

Available for:
XCOM: Goliath, Rocketeer, SHIV
Dense Smoke
Dense Smoke
Smoke grenades grant an additional +30 defense (+60 defense total) and 20% DR. Grants 1 smoke grenade.

Available for:
XCOM: Engineer
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:
XCOM: Scout, Sniper
Disabling Shot
Disabling Shot
If this unit has 2 AP and a sniper/strike/arc rifle: Fire a 1 damage shot at -30 aim that disables the target's main weapon and maims any biologic target. Targets with disabled main weapons must reload before they can fire again. 4 turn cooldown.

Available for:
XCOM: Scout, Sniper
Double Tap
Double Tap
Shooting allows this unit to fire an extra shot if not out of ammo or targets. The 2nd shot has -20 aim if taken at 1 AP. 1 turn cooldown after 2nd shot is used.

Available for:
XCOM: Engineer, Gunner, Rocketeer, Sniper
Executioner
Executioner
Grants +30 aim against targets at or below half HP.

Extra Conditioning
Extra Conditioning
Grants +1 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.

Available for:
XCOM: 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:
XCOM: 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:
XCOM: Rocketeer
First Aid
First Aid
Grants 2 medikits and each medikit use costs only 1AP.

Available for:
XCOM: Rocketeer, Scout, Shogun
Flush
Flush
Fire a +20 aim, 50% weapon damage shot that has a 50% chance to encourage targets in cover to move. Requires 2 ammo.

Available for:
XCOM: All Soldiers, SHIV
Fortified
Fortified
Grants immunity to critical hits. For XCOM only: Grants Steadfast.

Fragmentation
Fragmentation
Explosives gain +1 penetration and a 35% chance to deal double damage.

Available for:
XCOM: Engineer, Goliath, Rocketeer, Shogun
Grenadier
Grenadier
Using a destructive grenade costs only 1 AP. Equipped destructive grenades receive an additional use. Increases throw range by 10%.

Available for:
XCOM: Engineer, Goliath, Infantry, Shogun
Regen Biofield
Grit
Grants %DR equal to 15 + half of the %HP lost.

HEAT Warheads
HEAT Warheads
Explosives gain +5 penetration.

Available for:
XCOM: Engineer, Rocketeer, Shogun
Aliens: Cyberdisc
Hit and Run
Hit and Run
The first shot taken at a target that was damaged, suppressed, or disoriented this turn deals +1 damage, gains +20 aim, and will leave this unit with 1 AP, but the next action cannot use weapons or equipment.

Available for:
XCOM: Scout, Shogun
Holo Rounds
Holo Rounds
Shooting or suppressing enemies marks them, preventing concealment/stealth and granting +20 aim and +1 penetration to all shots at them for the next 3 turns

Impact
All shots gain +1 penetration. Steadied shots clear enemy overwatch. Reaction shots are twice as likely to Stagger.

Available for:
XCOM: Sniper
Aliens: Thin Man Leaders
In The Zone
In The Zone
Shooting with a steadied weapon allows this unit to fire up to 2 extra shots until out of ammo or targets. Shooting with a non-steadied weapon reloads the weapon.



Available for:
XCOM:
Jetboot Module
Jetboot Module
When activated, grants +2 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown.

Available for:
XCOM: Jaeger, Marauder, Shogun
Killer Instinct
Killer Instinct
Critical hits from the primary weapon deal 175% damage.

Available for:
XCOM: Assault, Jaeger, Marauder, Shogun
Kinetic Dampening
Kinetic Dampening
Grants proximity-based DR if the damage is further than 10 tiles away (+3% DR per tile).

Available for:
Aliens: Outsider Leaders
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.

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

Lone Wolf
Lone Wolf
Grants 10 aim, crit, and defense if not within 6 tiles of an allied unit.

Available for:
XCOM: Jaeger, Sniper
Low Profile
Low Profile
Partial cover grants the defense and DR bonus of full cover.

Master Mechanic
Master Mechanic
Grants 2 uses of Repair and the first repair each turn costs 0 AP. Grants +1 penetration against mechanical units.

Available for:
XCOM: Engineer
Aliens: Drone
Maim
Maim
Fire two shots at -20 aim that deal 1 damage each. Any hits against a target with 1 HP will Maim the target instead of dealing damage, preventing the target from acting on its next turn.

Available for:
XCOM: All Soldiers
Mayhem
Mayhem
Suppressive fire damage occurs immediately and gains +1 damage. Grants +50% weapon damage to grenades, sniper rifles, and strike rifles.

Available for:
XCOM: Goliath, Gunner, Infantry, Rocketeer, SHIV, Sniper
Aliens: Heavy Floater
Mechanic
Mechanic
Grants 2 uses of Repair and +1 penetration against mechanical units.

Available for:
XCOM: Engineer
One for All
One for All
Upon activation: gain 20% 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:
XCOM: All MEC Troopers
Onslaught
Onslaught
The first use of the Kinetic Strike Module each turn will leave this unit with 1 AP but movement is reduced by 50% if the next action is a move.

Available for:
XCOM: Marauder
Opportunist
Opportunist
Reaction shots gain +10 aim and can critically hit. Reaction shots from sniper and strike rifles gain +50% weapon damage.

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

Available for:
XCOM: Infantry, Medic, Rocketeer, Scout
Penetrator
Penetrator
The primary weapon bypasses all flat DR.

Platform Stability
Platform Stability
If this soldier has not moved it gains: +10 aim, -30% rocket scatter, and +1 damage to suppressive fire.

Available for:
XCOM: 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:
XCOM: Scout, Sniper
Ranger
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. Removes the sidearm long-range aim penalty and doubles the sidearm close-range aim bonus.

Available for:
XCOM: Assault, Infantry, Medic, Rocketeer, Scout, Sniper
Aliens: Sectoid, Seeker
Rapid Fire
Rapid Fire
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -5 aim penalty per tile away.

Available for:
XCOM: Assault
Sentry
Sentry
Allows 2 reaction shots during overwatch. Grants +2 ammo to primary weapons. Grants +50% DR against the first hit taken when overwatching.

Available for:
XCOM: Goliath, Marauder
Aliens: Floater Leaders, Heavy Floater
Reactive Targeting Sensors
Reactive Targeting Sensors
Once per turn, if this unit is shot at: Return fire with a +20 aim reaction shot that bypasses cover DR and then enter One For All (if able). [Basic reaction shots bypass half of cover def and cannot crit]

Available for:
XCOM: Goliath, Marauder, SHIV
Aliens: Mechtoid Leaders, Sectopod Leaders
Ready For Anything
Ready For Anything
At the end of each turn, if this unit did not move: Reaction shots gain +10 aim and overwatch activates (if possible and it will not trigger reaction fire).

Reconnaissance
Reconnaissance
Displays information based on alien positioning after each non-dash move. Will not trigger if the scout is incapacitated. Allows the first battle scanner use each turn to cost no action and grants a free battle scanner. Grants Low Profile [Partial cover grants the defense and DR bonus of full cover].

Available for:
XCOM: Scout
Repair
Repair
Heal a friendly mechanical unit for 6 HP.

Available for:
XCOM: Engineer
Aliens: Drone
Repair Servos
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to half the damage sustained. At the end of your turn, use up to 4 servos (each servo heals 1 HP).

Run and Gun
Run and Gun
Upon activation: Allows shooting or overwatching at 0 AP if the last AP was spent moving. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle. Grants Low Profile.

Available for:
XCOM: Assault
Sapper
Sapper
Explosives deal double environmental damage, bypass all flat DR, and have twice the chance to disorient a target through Concussive Blast.

Available for:
XCOM: Engineer, Shogun
Savior
Savior
Medikits restore 3 more HP per use. Medikits can revive critically wounded soldiers to 33% HP. Has a 50% chance to prevent injuries sustained on any squad member while base HP is full (multiple instances stack).

Available for:
XCOM: Medic
Sentinel
Sentinel
Allows 2 reaction shots during overwatch. Grants Opportunist.

Shadowstep
Shadowstep
This unit does not trigger non-suppression reaction shots when moving. Grants +0.6 mobility. After repositioning, grants +30 crit until next turn.

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

Available for:
XCOM: Infantry, Jaeger, Medic, Sniper
Aliens: Thin Man Leaders
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:
XCOM: Marauder
Aliens: Berserker Leaders, Chryssalid Leaders
Shock and Awe
Shock and Awe
Rocket launchers, grenade launchers, and MiNE launchers all grant an additional use. Increases the range of grenade launchers and MiNEs by 10%.

Available for:
XCOM: Rocketeer
Shredder
Shredder
Primary weapons Shred [Damage received is increased by x% where x is 20 + shred damage dealt] any unit they damage for the remainder of the battle.

Available for:
XCOM: Gunner
Aliens: Muton Elite Leaders
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:
XCOM: Engineer, Medic, Rocketeer, Scout
Snap Shot
Snapshot
Shooting or overwatching will not trigger reaction fire. Grants a 20% chance for shots to cost 0 AP (does not trigger for Exalt or aliens).

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

Available for:
XCOM: Assault, Scout, SHIV
Aliens: All Alien Leaders
Squad sight
Squadsight
Allows firing around some obstacles and beyond 18 tiles at targets with a spotter (an unconcealed ally at 0 AP that can see the target) with -2 aim for each tile further than 18. Grants Low Profile.

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

Available for:
XCOM: All MEC Troopers, All Soldiers
Suppression
Suppression
Suppress [Pinned if protected by cover, damaged if not, no reaction fire, -30 aim, -30% mobility/ability range, +30% scatter] targets. Breaks with an opportunist reaction shot that ignores reaction immunity if the target acts or moves. Requires 2 ammo, and uses the 2nd ammo if a reaction shot was triggered. 1 turn cooldown. [Basic reaction shots bypass half of cover def and cannot crit, Opportunist reaction shots also bypass cover DR and can critically hit]

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

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

Available for:
XCOM: Assault, Gunner, Infantry
Aliens: Muton, Muton Elite
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 (50% more damage if they are within 1.5 tiles, regardless of cover or being steadied).

Will To Survive
Will To Survive
When protected by cover: This unit receives +40% DR and -10 defense. For XCOM only: Reduces injury time by 50% and grants Steadfast.

Alien Only Perks

Blood Call
Blood Call
Unleash a bestial roar that inspires nearby allies of the same species granting them +3 DR and +10 aim/will for 2 turns. 4 turn cooldown.

Available for:
Muton
Cannon Fire
Cannon Fire
Beam attack that grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).

Available for:
Sectopod
Deflection Shield
Deflection Shield
When active, reduces the hit chance of shots taken against this unit (+5 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, grants +80 crit resistance, and shares damage received among biologic allies within 8 tiles. Prevents healing in humans.

Greater Mind Merge
Greater Mind Merge
Grants the target +100 aim/crit, +25 defense/will, +25% mobility, -25% scatter, and extra HP. 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 full hp, up to a cap. The amount of growth increases by 5x if the outsider is activated.

Available for:
Outsider
Intimidate
Intimidate
Reacts unpredictably when wounded, provoking panic in enemies.

Available for:
Muton Berserker
Leap
Leap
Allows vertical leaps onto elevated surfaces during movement.

Available for:
Thin Man, Chryssalid
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 and lose 1 + 10% of their max HP at the end of their turn. Interuppted by disorientation or explosive damage. 3 turn cooldown.

Available for:
Sectoid Commander
Overpower
Overpower
This unit has an Overpowering Aura, even when inactive, that causes weak-willed enemies within 30 tiles to lose a percent of their aim, mobility, melee damage, throw range, and rocket accuracy. Percent of attribute loss is equal to 15 + will_difference/10. Does not affect SHIVs.

Psi Lance
Psi Lance
Project a bolt of pure psi force at an enemy that deals 5 + (caster_will - target_will)/20 damage. Affects mechanical units that are normally immune to psionic abilities. 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.

Available for:
Ethereal
Psychic Storm
Psychic Storm
This unit can use the full turn to conjure a Psychic Storm. The Storm Level is the Psychic's Will / 50 when they start to conjure and can be upgraded with mind merge. The Storm deals damage equal to the Storm Level to each enemy at the end of their turn. Interrupted by disorientation or explosive damage. Requires 2 AP. Max 1 Psychic Storm per turn. Psychic Storm triggers some enemy reaction fire. 30 tile range.

Strangle
Strangle
Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items, or abilities. When strangling, the seeker is more vulnerable, and all damage against it is tripled. Does not trigger reaction fire. Strangulation will deal 1 + 50% of the target's remaining HP in direct damage. When strangulation is released, units will have only 0-1 AP remaining and the Catching Breath debuff.

Available for:
Seeker
Tactical Mobility
Tactical Mobility
Grants 15 defense when flying or protected by cover.

Gene Mods

(See also: Gene Mods)

Adaptive Bone Marrow
Adaptive Bone Marrow
This soldier recovers from injuries 70% faster and regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).

Available for:
XCOM: All Soldiers
Aliens: Ethereal, Outsider
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.

Available for:
XCOM: All Soldiers
Adrenaline Surge
Adrenaline Surge
Grants +6 mobility and +40 defense when below 50% HP.

Available for:
XCOM: All Soldiers
Predictive Tracking
Predictive Tracking
Reaction shots gain +10 aim. Flush shots deal 100% weapon damage (instead of 50% weapon damage).

Available for:
XCOM: All Soldiers
Advanced Perception
Advanced Perception
Allows this unit to react earlier to incoming fire, causing 40% of all incoming shots to graze, dealing only half of their original damage.

Available for:
XCOM: All Soldiers
Iron Skin
Iron Skin
Grants +2 DR.

Available for:
XCOM: All Soldiers
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.

Available for:
XCOM: All Soldiers
Aliens: Berserker, Chryssalid, Outsider
Neural Damping
Neural Damping
Grants immunity to panic. If the soldier is Mind Controlled, the soldier is stunned for 1 turn instead.

Available for:
XCOM: All Soldiers
Aliens: Muton Elite, Outsider
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%.

Available for:
XCOM: All Soldiers
Smart Macrophages
Smart Macrophages
Medikits and Restorative Mist heal 2 HP more when used on the soldier. Confers complete immunity to acid.

Available for:
XCOM: All Soldiers

Officer Training

(See also: Officers)

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

Available for:
XCOM: All Officers
Combined Arms
Combined Arms
Grants +1 damage to all weapons and equipment. Officer's provide this to the entire squad. Officers gain +1.3 mobility and +1 Command.

Available for: 
XCOM: All Officers
Aliens: All Alien Leaders
Camaraderie
Camaraderie
Triples the chance Commanding Officer makes end-in-idle actions of squadmates in vision cost 0 AP. Gain +5 base HP and +1 Command.

Available for:
XCOM: All Officers
Cover Tactics
Cover Tactics
Squad receives +1 defense per activated enemy (max +10) when protected by cover. Officers gain +10 defense.

Available for:
XCOM: All Officers
Fortiores Una
Inspired Tenacity
Squad receives +20% DR when protected by cover.

Available for:
XCOM: All Officers
International Warriors
International Warriors
Squad receives +4 aim per continent bonus XCOM has earned.

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

Available for:
XCOM: All Officers
Stay Frosty
Stay Frosty
Squad fatigue reduced by 10%.\nGain Commanding Officer [Various Abilities, +1 Command Charge] and +0.6 mobility.

Available for:
XCOM: All Officers
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].

Available for:
XCOM: All Officers
Tricks of the Trade
Tricks of the Trade
All soldiers in the squad at Sergeant rank or higher gain +20% mission experience. Gain +5 aim and +1 Command.

Available for:
XCOM: All Officers

Psionic Abilities

(See also: Psionics)

Pyrokinesis
Inner Fire
Grants +10 aim, +1.3 mobility, +10% throw range, and +1 DR. Psionic potential unlocks a deep connection to one's body.
Insentient Crush
Insentient Crush
Non-biologic enemies in sight take 40% of their max health in damage at the beginning of their turn.
Mind Fray
Mind Fray
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 100% of will. Lasts through 2 enemy turns. 4 turn cooldown.
Mind Merge
Mind Merge
Grants the target +25 aim/crit/defense/will, +40% mobility, -40% scatter, resists 50% of overpower, and bonus survivability (+40% DR for XCOM, extra HP for aliens) until the beginning of their next turn. 5 turn cooldown.
Countercharge
Countercharge
Causes biological enemies within line of sight that perform an end-in-idle action to take 3 + PsiRank/2 psionic damage. The chance to trigger is Will/5 percent and cannot trigger if the unit has lost any base HP. Each trigger has an additional will/20 percent chance to double activate, dealing double damage. Triggers of Countercharge from multiple units result in only the highest PsiRank unit dealing damage.
Psi Inspire
Psi Inspire
Inspires all allies within a 6 radius area around the caster until their next turn. Inspired allies have mind fray, shaken, panic, and red fog removed, resist 50% of overpower, and gain +30 will. 4 turn cooldown.
Psi Mastery
Psi Mastery
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Countercharge deals 50% more damage. Inner Fire grants 50% more aim and mobility.
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 that destroys all destructible cover in a 3 tile radius area but does not harm units. 3 turn cooldown.
Rift
Rift
Devastate an area with psionic storm energy that damages all units. Deals 5 + (caster_will - target_will)/40 initially and again after a turn. 2 turn cooldown.
Telekinetic Field
Telekinetic Field
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.

Death Perks

Avenger: +1 crit damage, +10% throw range

Defiant: Permanent immunity to Overpower and -1/-2 AP Loss from the "Fatigued" or "Exhausted" debuff

Ever Vigilant: 20% for a shot to graze

Perseverance: -40% less to all post-mission fatigue and injury times

Resolute: +20% xp from missions

Survivor: Grants %DR equal to half of the %HP lost.

Unhinged: +1 damage for every 3 enemies in vision to all weapons and equipment

Vindicator: +10% crit chance, +2 crit damage

Unique Perks

Annette --- Driven By Pressure: Gain +20 will if there are 2 or more enemies in sight

Van Doorn - Cool Under Pressure: (Enemies in sight)% for end-in-idle actions to be free actions

Zhang ---- Gunslinger: +1 damage with pistols

Graf ------ Practiced Ease: +10% crit chance

Miller ---- Relentless: 25% chance for missed standard shots to be free actions

Orlov ----- Natural Killer: +1 damage against targets at or below 50% HP