Abilities List (LWR)
Contents
- 1 Normal Perks
- Absorption Fields
- Aggression
- Awareness
- Body Shield
- Bombard
- Brawler
- Bring 'Em On
- Bullseye
- Close Combat Specialist
- Close Encounters
- Collateral Damage
- Combat Drugs
- Concealment
- Critical System Targeting
- Damage Control
- Danger Zone
- Dense Smoke
- Disabling Shot
- Double Tap
- Executioner
- Extra Conditioning
- Field Medic
- Fire Rocket
- First Aid
- Flight
- Burst
- Fortified
- Fragmentation
- Grenadier
- Grit
- Hardened
- HEAT Warheads
- Hit and Run
- Holo Rounds
- Hunter
- Impact
- In The Zone
- Jetboot Module
- Killer Instinct
- Kinetic Dampening
- Light Em Up
- Lock N' Load
- Lone Wolf
- Low Profile
- Master Mechanic
- Maim
- Mayhem
- Mechanic
- One For All
- Onslaught
- Opportunist
- Packmaster
- Penetrator
- Platform Stability
- Precision Shot
- Quick Draw
- Ranger
- Rapid Fire
- Reactive Targeting Sensors
- Ready For Anything
- Reconnaissance
- Repair
- Repair Servos
- Repulsor Plating
- Robotic
- Run and Gun
- Sapper
- Savior
- Sentinel
- Sentry
- Shadowstep
- Sharpshooter
- Shock and Awe
- Shredder
- Smoke and Mirrors
- Snapshot
- Sprinter
- Squadsight
- Steadfast
- Suppression
- Tactical Mobility
- Tandem Warheads
- Tenacious Defense
- Tracker
- Vital Point Targeting
- Will To Survive
- 2 Alien Only Perks
- Acidic
- Acid Spit
- Blood Call
- Bloodlust
- Bull Rush
- Cannon Fire
- Cluster Bomb
- Death Explosion
- Deflection Shield
- Greater Mind Merge
- Growth
- Hive Mind
- Indomitable
- Insentient Crush
- Intimidate
- Launch
- Leap
- Mind Control
- Orbital Ray
- Overload
- Overpower
- Psi Lance
- Psi Shield
- Psychic Storm
- Stealth
- Strangle
- Stun Immune
- Transform
- 3 Gene Mods
- 4 Officer Training
- 5 Psionic Abilities
- 5 Death Perks
- 5 Unique Perks
Normal Perks
Absorption Fields
Grants +30% DR. Available for:
XCOM: Goliath, Shogun, SHIV via equipment Aliens: Drone Leaders, Mechtoid, Sectopod Equipment: Shielding Pod |
Aggression
Grants the primary weapon additional crit damage equal to the number of enemies in sight or squadsight. |
Awareness
Provides +30 defense. Steadied weapons do not become unsteadied after taking damage. Available for:
XCOM: Jaeger Aliens: Sectoid Leaders, Drone Leaders, Thinman Leaders, Chryssalid Leaders, Outsider Leaders Equipment: Cognitive Enhancer |
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. |
Brawler
Grants +1 damage and +20 aim against targets within 4 tiles. Counterattacks melee attacks with damage equal to this unit's max base HP. |
Bring 'Em On
Grants shots and grenades additional damage equal to half the number of enemies in sight or squadsight. Attacks against this unit have a chance to graze (dealing half their original damage) equal to 5x the number of enemies in sight or squadsight. |
Bullseye
Steadying a weapon costs only 1 AP. Grants +30 aim and crit against targets on overwatch. |
Burst
Fire a +50 aim shot with -50% weapon damage. Requires 2 ammo. |
Close Combat Specialist
Grants +20 aim against targets within 4 tiles. Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy, and if hit chance >50. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30] Available for:
XCOM: Assault, Marauder, Medic, Jaeger, SHIV Aliens: Thinman Leaders, Muton Leaders, Muton Elite Leaders, Outsider |
Close Encounters
The first standard shot against an enemy 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. Activating Run and Gun disables the AP discount. |
Collateral Damage
Use a full ammo clip to destroy some cover and deal 15% weapon damage per ammo in a 5 tile radius. Costs 1 AP. 3 turn cooldown. Grants Lock N' Load. Available for:
XCOM: Shogun |
Combat Drugs
Smoke grenades are infused with stimulants and nanobots that heals 30% of any damage taken for units that breathe the smoke. Grants 1 smoke grenade. Available for:
XCOM: Medic |
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:
XCOM: Scout |
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:
XCOM: Goliath, Gunner, Engineer Aliens: Drone Leaders, Floater Leaders, Outsider Leaders, Heavy Floater, Sectopod |
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:
XCOM: SHIV, All MECS via equipment Aliens: Outsider Leaders, Mechtoid, Seeker Leaders, Sectopod Equipment: MEC-1, HMEC Suits |
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. |
Dense Smoke
Smoke grenades grant an additional +30 defense (+60 defense total -- defense affects psi as well) and 1 penetration resistance. Grants 1 smoke grenade. Available for:
XCOM: Engineer |
Disabling Shot
If this unit has a sniper/strike/arc rifle: Fire a 1 damage shot at -40 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. 4 turn cooldown. |
Double Tap
Shooting or using burst allows this unit to fire an extra shot (at +30 aim if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used. |
Executioner
Grants +25 aim against targets at or below half HP. |
Extra Conditioning
Grants +2 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
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
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 |
Flight
Flying units can bypass ground obstacles. Gain 30 defense and immunity to being exposed while in flight. XCOM Only: Units need sufficient fuel to remain in flight.
Available for:
XCOM: All Soldiers via equipment, Hover SHIV Aliens: Drone, Floater, Seeker, Cyberdisc, Heavy Floater Equipment: Archangel Armor, Seraph Armor |
Fortified
Grants immunity to critical hits and +10 base DR. For XCOM only: Grants Steadfast. Available for:
XCOM: Goliath, Marauder, Shogun Aliens: Berserker Leaders, Chryssalid Leaders, Heavy Floater Leaders, Sectopod |
Fragmentation
Explosives gain +2 penetration and have a 100% chance to critically hit (dealing 150% damage). The chance is reduced to 50% if the target is protected by cover or hardened. |
Grenadier
Using a destructive grenade or MiNE costs only 1 AP and deals +1 damage. Equipped destructive grenades and MiNEs receive an additional use. For MECs only: Gain 30% throw range when using One For All. |
Grit
Grants +2 armor HP and %DR equal to half of the %HP lost. Available for:
XCOM: Goliath, Gunner, Shogun Aliens: Outsider Leaders, Berserker, Chryssalid Leaders, Muton Elite Leaders, Heavy Floater Leaders, Sectopod Leaders |
Gun Slayer
Primary weapon shots deal bonus % weapon damage equal to the target's current HP. Stacks with Slayer. Available for:
Equipment: Plasma Stellerator |
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HEAT Warheads
Explosives gain +4 penetration and double the chance to disorient a target through Concussive Blast. |
Hit and Run
The first shot taken at a target that was damaged, suppressed, or disoriented this turn will leave this unit with 1 AP, but prevents the use of weapons or equipment until this unit reaches 0 AP. Grants 0.6 mobility. |
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +10 aim and +1 penetration] them for 3 turns. Units with this perk gain double the aim and penetration. Available for:
XCOM: Engineer, Gunner, Rocketeer, SHIV via equipment Aliens: Drone, Outsider Leaders Equipment: Holo Charger |
Hunter
This unit cloaks at the beginning of each turn if it can see an enemy, has ammo, and is idle. Cloaking breaks after taking any non-movement action or at the end of turn. Shots from cloak deal +30% weapon damage and +30% crit. Grants +2 ammo and Combined Arms.
Available for:
XCOM: Jaeger |
Grants +1 damage and penetration to all shots. Hitting a target with a non-reaction shot clears their overwatch.
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In The Zone
Shooting with a steadied weapon allows this unit to fire up to 2 extra shots until out of ammo or targets. Regular shots grant +10 aim and an automatic reload.
Available for:
XCOM: Sniper |
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). |
Killer Instinct
Critical hits from shots or explosives deal 175% damage. |
Kinetic Dampening
Grants proximity-based DR from shots against this unit over 10 tiles away (+5% DR per tile further than 10). Grants 1 penetration resistance. Shots against this unit over 18 tiles away lose all penetration. Available for:
XCOM: Goliath, All Psionic Soldiers via equipment Aliens: Outsider, Chryssalid Leaders, Berserker Leaders, Mechtoid Leaders, Sectopod Leaders Equipment: Vortex Armor, Aurora Armor |
Kitted
Grants a medikit, a smoke grenade, +1 ammo to non-arc primary weapons, and +1 armor HP. |
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:
XCOM: Infantry, Rocketeer, Goliath, SHIV via equipment Aliens: Cyberdisc Leaders, Drone Leaders, Mechtoid, Muton Leaders, Muton Elite Leaders, Sectoid Commander Leaders Equipment: Weapon Supercooler |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. Available for:
XCOM: Engineer, Gunner, Infantry, Assault, Marauder Aliens: Outsider Leaders, Muton Leaders, Muton Elite Leaders, Sectoid Commander Leaders |
Lone Wolf
Grants 10 aim, crit, and defense if not within 4 tiles of an allied unit. |
Low Profile
Partial cover grants the defense and DR bonus of full cover. Available for:
XCOM: Scout, Sniper, Assault Aliens: Sectoid Leaders, Sectoid Commander, Thinman Leaders |
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 |
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. |
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately. Grants +65% weapon damage to grenades, sniper rifles, and strike rifles. |
Mechanic
Grants +1 penetration against mechanical units to all weapons and equipment. Grants 4 uses of Repair [Heal a mechanical unit for 6 HP]. If idle and adjacent to a mechanical unit: Heal that unit for 30% of any damage taken and, at end of turn, remove any corrosion. Available for:
XCOM: Engineer |
One for All
Upon activation: gain 40% DR, immunity to critical hits, disable reactive fire, remove all base defense, and act as full cover element. Creates a barrier that prevents enemy explosive shots that hit this unit from damaging nearby units. Lasts until unit moves or uses an arm-based weapon (includes overwatching, steadying, reloading). Does not trigger reaction fire. Available for:
XCOM: All MECS |
Onslaught
The first use of the Kinetic Strike Module each turn will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants Ram [If this unit moves at least 8 tiles in a mostly straight line towards the tile directly in front of an enemy, this unit will hit that enemy for x melee damage, where x is 35% of (Max HP - Enemy Max HP + Tiles Moved)]. Available for:
XCOM: Marauder |
Opportunist
Reaction shots gain +15 aim and can critically hit. Available for:
XCOM: Infantry, Marauder, Gunner, Sniper, Medic, Jaeger Aliens: Cyberdisc Leaders, Muton Leaders, Muton Elite Leaders, Outsider Leaders, Sectoid Leaders, Sectoid Commander Leaders, Sectopod Leaders, Seeker Leaders, Thinman Leaders |
Overload
Standard shots have a chance to disorient mechanical units equal to the percent of total HP lost.
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Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. |
Penetrator
The primary weapon gains +2 penetration. |
Platform Stability
If this soldier has not moved it gains: +15 aim, -50% rocket scatter, and +1 damage to suppressive fire. |
Precision Shot
Fire a shot that has no squadsight penalties, +20 aim, +30 crit, and +50% weapon damage. 2 turn cooldown. Only for Strike/Sniper Rifles. |
Quick Draw
Point blank pistol shots cost 0 AP. Available for:
XCOM: Covert Operative |
Ram
If this unit moves at least 8 tiles in a mostly straight line towards the tile directly in front of an enemy, this unit will hit that enemy for x melee damage, where x is 35% of (Max HP - Enemy Max HP + Tiles Moved). Available for:
XCOM: SHIVs |
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. |
Rapid Fire
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -20 aim penalty. |
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:
XCOM: Goliath, Marauder, SHIV via equipment Aliens: Mechtoid Leaders, Sectopod Leaders Equipment: AutoSentry Turret |
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:
XCOM: Gunner, Medic, SHIV via equipment Aliens: Cyberdisc Leaders, Floater Leaders, Heavy Floater Leaders, Muton Leaders, Muton Elite Leaders, Sectoid Leaders, Sectoid Commander Leaders, Seeker Leaders, Thinman Leaders Equipment: Adaptive Tracking Pod |
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:
XCOM: Scout |
Repair
Heal a friendly mechanical unit for 6 of their missing HP. |
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:
XCOM: Goliath, Marauder, SHIV, All Soldiers via equipment Aliens: Cyberdisc Leaders, Floater Leaders, Mechtoid Leaders, Sectopod Leaders Equipment: Regenerative Plating |
Repulsor
If at full HP, repulses any attack against this unit, causing it to graze (dealing only half of the original damage). Available for:
XCOM: Marauder, Jaeger, Shogun Aliens: Thinman Leaders, Floater Leaders, Muton Leaders, Muton Elite Leaders, |
Robotic
Robotic/mechanized units are immune to psionic, and fire attacks. They are also immune to stun, panic, and strangle.
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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 +30 crit. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle. Available for:
XCOM: Assault |
Sapper
Explosives deal +1 damage and double environmental damage. Grants +20% throw range. |
Savior
Medikits heal 2 more HP (4 more if used on self) and can revive stabilized soldiers. Available for:
XCOM: Medic |
Sentinel
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist. Available for:
XCOM: Gunner, Infantry, Medic Aliens: Cyberdisc Leaders, Muton Leaders, Muton Elite Leaders, Outsider Leaders, Sectoid Leaders, Sectoid Commander Leaders, Seeker Leaders, Thinman Leaders |
Sentry
Fire an additional reaction shot during overwatch. When on overwatch, the first hit taken each turn grazes, dealing only half of its original damage. |
Shadowstep
This unit does not trigger reaction shots and is cleared of enemy overwatch when walking (not dashing). After repositioning, grants +2 crit damage and +30 crit until next turn. Available for:
XCOM: Medic, Scout, Jaeger Aliens: Chryssalid Leaders, Thinman Leaders Equipment: Chameleon Vest |
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets. |
Shock and Awe
Rocket launchers, extra equipped rockets, grenade launchers, and MiNE launchers gain an additional use. Grants Slayer. |
Shredder
Primary weapons (Javelins, if this is a Rocketeer) Shred [Applies Shred equal to the damage dealt as a percent of the target's max HP; which increases subsequent damage the target receives by the amount of Shred] any unit they damage for the remainder of the battle. Available for:
XCOM: Gunner, Other Soldiers via equipment Aliens: Floater Leaders, Muton Leaders, Muton Elite Leaders, Heavy Floater Leaders Equipment: Shredder Ammo, Plasma Rifle/Plasma Carbine (bio only), Plasma Battle Rifle (mech only) |
Slayer
All weapons and equipment deal bonus % weapon damage equal to the target's current HP. |
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. |
Snapshot
Shooting or Overwatching will not trigger reaction fire and gain +20 crit. For XCOM only: Grants a 20% chance for shots to cost 0 AP. |
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%). |
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:
XCOM: Sniper, Scout via equipment Aliens: Drone Leaders, Muton Elite Leaders, Outsider Leaders, Thinman Leaders, Sectopod Leaders Equipment: Marksmen Scope |
Steadfast
Immunity to panic (except from flames or psionics) and grants 30 will when defending against psionic attacks and overpower. |
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. 2 turn cooldown. |
Tactical Mobility
Grants 20 defense when flying or protected by cover if this unit has not been damaged this turn. Available for:
XCOM: All Soldiers via equipment Aleins: Floater, Heavy Floater, Muton Leaders, Muton Elite Leaders, Sectoid Leaders, Sectoid Commander Leaders, Thinman, Seeker Leaders Equipment: Archangel Armor, Banshee Armor, Seraph Armor |
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%). |
Tenacious Defense
Grants +3 armor HP. Grants +20% crit resistance when protected by cover. |
Tinker
Concussion and Psi grenades 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] their targets for 20 shred. Acid grenades strip 35% of armor HP on detonation. Grants +20% throw range. |
Tracker
This soldier passively detects and uncloaks aliens within 4 tiles through walls/obstacles. The heightened senses renders this soldier immune to strangulation.
Available for:
XCOM: All Soldiers via equipment, All SHIV via equipment Equipment: Proximity Sensor, Motion Tracker |
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. |
Will To Survive
When protected by cover: This unit receives 30% DR + 2% per enemy in sight, partial cover grants the DR of full cover, and cover defense is lowered by 10. For XCOM only: Reduces injury time by 50% and grants Steadfast. |
Alien Only Perks
Acidic
Immune to corrosion. Attacks bypass all DR, may apply corrosion [Disables passive healing, strips 1 + 10% of armor HP at start of turn, removes all flat DR, -20% aim, -20% mobility, and -50% range for AoE attacks; lasts 4 turns], and fatal attacks kill with no chance of a critical wound. Corrodes enemy units that are within 1.5 tiles of this unit after each move. Reveals enemy units that are within 4 tiles of this unit after each move.
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Acid Spit
Spit acid at long range, leaving a noxious cloud to remain briefly on the battlefield causing corrosion to all units within it
Available for:
Aliens: Thinman |
Blood Call
Unleash a bestial roar that inspires nearby allies of the same species granting them +30 base DR and +10 aim/will for <XGAbility:BloodCallDuration/> turns. Effected units heal 10% of max HP and have multiple debuffs (maim, disorient, mind fray, and panic) removed. 4 turn cooldown. Available for:
Aliens: Muton |
Bloodlust If any unit in vision dies when it's not this unit's turn, this unit will clear multiple debuffs (maim, disorient, mind fray, and panic), gain +2 damage, and gain +1.3 mobility. However, they will also take 20% of their current HP in damage. Reveals enemy units that are within 4 tiles of this unit after each move.
Available for:
Aliens: Berserker |
Brute
Reacts unpredictably when wounded, with a 100% chance to rush it's attacker. The chance is 10% less for every other active alien. Damages enemy units that are within 1.5 tiles of this unit after each move with damage equal to 15% of this unit's max base HP. Available for:
Berserker |
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Cannon Fire
Beam attack that grants free Overwatch and ignores DR from hardened. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies). Available for:
Aliens: Sectopod |
Cluster Bomb
Launch a barrage of explosives that deal heavy damage over a 5 tile radius area. 1 turn delay while charging. Reaction shots are disabled while charging.
Available for:
Aliens: Sectopod |
Death Explosion
Robotic unit detonates causing damage to surrounding units and cover. Cyberdisk/Sectopod: Triggered upon death only. Drone: Triggered as self-destruct |
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. |
Explosive Shots
Shots from this unit are explosive and will deal half weapon damage to units within 1.5 tiles.
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Fervor
If this unit is idle, enemies that can see it will feel an uncontrollable desire to kill it and will be unable to move out of sight of a Fervor unit if they are the last unit that can see it. Disables Grapple on enemies. Inactivated if this unit has taken damage this turn. Disabled on Easy and Classic difficulties. |
Fleet
This unit will move away from incoming area of effect abilities using a quarter of its mobility (immune to reaction fire during this move) if it can see the user. Shots against this unit do not gain usual weapon close range bonuses except for sidearms (which perform as normal) and shotguns (which gain half their normal close range bonus). Long rifles suffer -50 aim vs this unit. Available for:
Aliens: Chryssalid |
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
Outsiders with this perk have a chance to grow in strength each turn they start with all of their base HP, up to a cap. Chance is 25/50/75/100% (based on difficulty) and is reduced by a third when the Outsider is dormant. Available for:
Outsider |
Hive Mind
Spotters for this unit can spot targets for the purpose of squadsight regardless of their AP. |
Indomitable
If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. |
Insentient Crush
Purely mechanical enemies that can see this unit at the beginning of their turn take 40% of their max HP in psionic damage. Available for:
Ethereal |
Launch
Launch to any position on the battlefield and then sometimes enter Overwatch and/or gain a Prepared buff. Launch cannot be used indoors.
Available for:
Aliens: Floater |
Leader
This unit grants 3x the current alien level in defense and crit resist to allies in sight. Available for:
Aliens: All Alien Leaders |
Leap
Allows vertical leaps onto elevated surfaces during movement. |
Mind Control
Grants control of a target 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 explosively damaging, disorientating, panicking, or killing this unit. Interruption will leave the target mind controlled for one last turn, after which they will recover with disorientation. 3 turn cooldown. |
Orbital Ray
Stage 1: This drone can call in orbital support to holo target it's enemies. After requesting orbital support for a turn each enemy will have an 80% chance to be holo targeted and locked for an orbital ray. Can be interrupted by any damage. Requires 2 AP. Does not trigger reaction fire. Stage 2: This drone can act as a forward targeter for orbital support to guide a shredding neutrino ray at targeted enemies. After a turn, targeted enemies will be hit with a shredding explosive ray that deals 4 + Alien_Level/2 damage. Can be interrupted by any damage. Requires 2 AP. Does not trigger reaction fire. Available for:
Drone |
Overpower
This unit has an Overpowering Aura that causes enemies to lose a percent of their aim, mobility, 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. |
Psi Lance
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. Available for:
Ethereal |
Psi Shield
This unit generates a psionic force shield when targeted by an ally's Mind Merge ability. Available for:
Aliens: Mechtoid |
Psychic Storm
Allows the conjuring of a Psychic Storm. The Storm Level is the psychic unit's will / 50 at the start of conjuring and can be upgraded with Mind Merge. The Psychic Storm disorients and deals damage equal to the Storm Level to each enemy on the map. Hit chance is calculated using 50% of will. Interrupted by explosively damaging, disorientating, panicking, or killing this unit. Requires 2 AP. Psychic Storm triggers some enemy reaction fire. |
Psychic Wave
Unleashes a wave of destructive psychic energy against any enemy unit within 4 tiles after each move. The damage is equal to this unit's will / 20. Available for:
Aliens: Ethereals |
Stealth
The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate the stealth mode to use its ranged attack. Can overwatch while in stealth.
Available for:
Aliens: Seeker |
Strangle
Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items, or abilities. Does not trigger reaction or suppression fire and grants immunity to critical hits. Strangulation will deal 1 + 20/25/35/50% of the target's remaining HP in direct damage (based on difficulty). When strangulation is released, units will have only 0-1 AP remaining and the Catching Breath debuff. Available for:
Seeker |
Stun Immune
This unit cannot be stunned with the Stun Rifle; taking a live specimen is not possible.
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Transform
Can toggle between a open and closed state. When closed gain 50 defense and cannot be crit Available for:
Aliens: Cyberdisc |
Uber
Boosts Distortion to damage share with all units (from just biological) within 200 tiles (from 8). Eliminates any movement and AP restrictions when mind controlling. Grants immunity to Red Fog. Cannot be maimed.
Available for:
Aliens: Uber Ethereal |
Gene Mods
(See also: Gene Mods)
Adaptive Bone Marrow
This soldier recovers from injuries 35% faster and regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens). |
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 |
Advanced Perception
Allows this unit to react earlier to incoming fire, causing 30% of all incoming shots to graze, dealing only half of their original damage. |
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 |
Enhanced Metabolism
Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense. Available for:
XCOM: All Soldiers |
Iron Skin
Grants +10 Base DR and +35 crit resistance. |
Muscle Fiber Density
Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. |
Neural Damping
Grants immunity to mind fray status effects and panic. Resist 50% of Overpower. If the soldier is Mind Controlled, the soldier is stunned for 1 turn instead. |
Predictive Tracking
Reaction shots gain +10 aim. Saturation Fire has a -25% weapon damage malus (instead of -50%). Available for:
XCOM: All Soldiers |
Smart Macrophages
Increases the HP medikits can heal by 1 when used on this soldier. Grants complete immunity to corrosion and shredding. Available for:
XCOM: All Soldiers |
Officer Training
(See also: Officers)
Commanding Officer
If this is the highest ranking Officer: Gain Command (with 1 charge), resists 50% of the effects of red fog, officer perks affect all squadmates, and grants a % chance for end-in-idle actions of squadmates in vision to cost 0 AP equal to twice the number of activated enemies.
Available for:
XCOM: All Officers |
Command
Grant 1 AP to a 0 AP unit in sight and disable their AP discounting perks. Cannot be used on Covert Ops, SHIVs, units already Commanded, Overwatching, Steadying, or Hunkering. Can trigger Tactical Brilliance [Will/2% chance (max 50%) to cost 0 charges]. Does not trigger reaction fire. 0 AP cost.
Available for:
XCOM: All Officers |
Camaraderie
Increases the chance Commanding Officer makes end-in-idle actions of squadmates in vision cost 0 AP by 50%. Officers gain +5 base HP and +1 Command. Available for:
XCOM: All Officers |
Clutch Leadership
Squad receives +10 defense when protected by cover and +1 aim per enemy in sight. Officers gain +10 aim. Available for:
XCOM: All Officers |
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. |
Cover Tactics
Squad receives +2 defense per activated enemy when protected by cover. Officers gain +10 defense. Available for:
XCOM: All Officers |
Cover Tenacity
Squad receives +4% DR per activated enemy when protected by cover. Officers gain +3 base HP. Available for:
XCOM: All Officers |
Natural Leadership
Squad receives +10 defense when protected by cover and +4 will per enemy in sight. Officers gain +20 base will. Available for:
XCOM: All Officers |
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. Available for:
XCOM: All Officers |
Stay Frosty
Squad fatigue reduced by 15%. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +0.6 mobility. Available for:
XCOM: All Officers |
Strength in Numbers
Squad receives +1 will per squad member. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +10 will. Available for:
XCOM: All Officers |
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. Available for:
XCOM: All Officers |
Psionic Abilities
(See also: Psionics)
Countercharge
Causes biological enemies within line of sight that perform an end-in-idle action to take 2 + will/20 psionic damage. The chance to trigger is Will/4 percent and cannot trigger if the target is in smoke or this unit has lost any base HP or this unit is not idle. If this unit can activate counterchage they will have a 'Countercharge' buff displayed. 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 unit with the highest Psi Rank unit dealing damage. |
Distortion
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. |
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. Available for:
XCOM: Psionic Soldiers |
Mind Fray
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. |
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. |
Psi Inspire
Inspires all allies within a 4 radius area around the caster until their next turn. Inspired allies have mind fray, disorient, shaken, panic, and red fog removed, resist 50% of overpower, and gain +50 will. If this unit has Distortion, Psi Inspire also heals inspired allies for 35% of their lost HP (ignoring heal fatigue) but damages the caster by 1 HP. 4 turn cooldown. Available for:
XCOM: Psionic Soldiers |
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
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
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. Available for:
XCOM: Psionic Soldiers |
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
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. Available for:
XCOM: Psionic Soldiers |
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: Fatigue and injury times reduced by 50% (25% if augmented). |
Resolute: +20% xp from missions |
Survivor: Grants %DR equal to half of the %HP lost. |
Unhinged: +1 damage for every 2 enemies in vision to all weapons and equipment |
Vindicator: +10% crit chance, +2 crit damage |
Unique Perks
Annette --- Driven By Pressure: Gain +10 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 ---- Ex Triad: +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 |