Abilities List (LWR)

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Contents


Normal Perks

Absorption Fields
Absorption Fields
Grants +30% DR.

Available for:
XCOM: Goliath, Shogun, SHIV via equipment
Aliens: Drone Leaders, Mechtoid, Sectopod
Equipment: Shielding Pod
Aggression
Aggression
Grants the primary weapon additional crit damage equal to the number of enemies in sight or squadsight.

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 MECS via eqipment
Equipment: MEC-1, LMEC Suits
Tinker
Tinker
Concussion and Psi grenades Shred [Damage received is increased by 20% (plus 1% for each shred damage dealt)] their targets as if they took 10 shred damage. Acid grenades strip 35% of armor HP on detonation. Grants +20% throw range.

Available for:
XCOM: Scout, Rocketeer
Brawler
Brawler
Grants +3 armor HP. Grants immunity to critical hits from enemies within 4 tiles. Melee attacks against this unit graze, dealing only half of their original damage.

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

Bull Rush
Bullseye
Steadying a weapon costs only 1 AP. Steadying no longer breaks hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting). Grants +35% weapon damage to Strike Rifles.

Available for:
XCOM: Engineer, Scout, Shogun, Jaeger
Close Combat Specialist
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts if hit chance >30. Grants +2 ammo to primary shotguns. Reaction shot only activates on enemy's turn, once per enemy.

Close Encounters
Close Encounters
The first standard shot within 4 tiles of an enemy will leave this unit with 1 AP but movement is reduced by 35% if the next action is a move. Grants immunity to reaction fire from enemies within 4 tiles. Shots against melee targets within 4 tiles gain +70% weapon damage. Activating Run and Gun disables the AP discount.

Available for:
XCOM: Assault
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 25% weapon damage per ammo spent in a 5 tile radius. Requires 2 AP but only uses 1 AP. 3 turn cooldown.

Available for:
XCOM: 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:
XCOM: 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:
XCOM: Scout
Aliens: Thinman 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).

Available for:
XCOM: SHIV, All MECS via equipment
Aliens: Outsider Leaders, Mechtoid, Seeker Leaders, Sectopod
Equipment: HMEC Suits
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: +50% radius to explosives.

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

Available for:
XCOM: Engineer
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. 3 turn cooldown.

Available for:
XCOM: Scout, Sniper, Other Soldiers via equipment
Equipment: Arc Rifle
Double Tap
Double Tap
Shooting allows this unit to fire an extra shot if not out of ammo or targets. 1 turn cooldown after 2nd shot is used.

Available for:
XCOM: Engineer, Gunner, Sniper
Executioner
Executioner
Grants +25 aim against targets at or below half HP.

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:
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.

Available for:
XCOM: Gunner, Scout, Infantry
Flight
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
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 via equipment, SHIV via equipment
Equipment: Drum Mags, Smartshell Pod, SAWs, LMGs
Fortified
Fortified
Grants immunity to critical hits and +10 base DR. For XCOM only: Grants Steadfast.

Fragmentation
Fragmentation
Explosives gain a 40% chance to deal double damage.

Available for:
XCOM: Goliath, Rocketeer, Assault, Shogun
Grenadier
Grenadier
Using a destructive grenade costs only 1 AP. Equipped destructive grenades receive an additional use.

Available for:
XCOM: Engineer, Goliath, Infantry, Assault, Rocketeer, Shogun
Regen Biofield
Grit
Grants +4 armor HP and %DR equal to 15 + half of the %HP lost.

Hardened
Hardened
This unit cannot be exposed and gains +35% DR.



Available for:
XCOM: MECS, SHIV
Aliens: Drone, Seeker, Chryssalid, Cyberdisc, Berserker, Mechtoid, Sectopod
HEAT Warheads
HEAT Warheads
Explosives gain +5 penetration and double the chance to disorient a target through Concussive Blast.

Available for:
XCOM: Rocketeer, Assault
Aliens: Cyberdisc
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:
XCOM: Scout, Medic, 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

Hunter
Hunter
Standard shots made while cloaked cost 0 AP. This unit cloaks at the beginning of each turn if it can see an enemy, has ammo, and is idle. Cloaking prevents aliens from seeing this unit and grants +30% crit. Cloaking breaks after taking any non-movement action or at the end of turn. Grants Combined Arms.



Available for:
XCOM: Jaeger
Impact
All shots gain +1 penetration. Non-reaction shots that hit clear enemy overwatch. Reaction shots are 50% more likely to Stagger.

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. Reloading the primary weapon steadies it.



Available for:
XCOM: Sniper
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. Does not break hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting).

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

Available for:
XCOM: Assault, Jaeger, All Soldiers via equipment
Equipment: Illuminator Gunsight
Kinetic Dampening
Kinetic Dampening
Grants proximity-based DR from shots against this unit over 10 tiles away (+4% DR per tile further than 10). 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
Equipment: Vortex Armor, Aurora Armor
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 penetration against mechanical units to all weapons and equipment. Grants 2 uses of Repair, increases the max healing of repair to 9 HP, and the first repair each turn costs 0 AP.

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. Grants +50% weapon damage to grenades. Grants +70% weapon damage to sniper and strike rifles.

Available for:
XCOM: Gunner, Infantry, Engineer, SHIV via equipment, Sniper
Aliens: Heavy Floater Leaders
Equipment: Targeting Motor
Mechanic
Mechanic
Grants +2 penetration against mechanical units to all weapons and equipment. Repairs 1 HP when a friendly mechanical unit within 1.5 tiles takes 3 or more damage. Grants 2 uses of Repair

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 MECS
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 +20 aim and can critically hit.

Overload
Overload
Standard shots have a chance to disorient mechanical units equal to the percent of total HP lost.



Available for:
Equipment: Arc Rifle, Arc Pistol
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, Engineer, Shogun
Penetrator
Penetrator
The primary weapon bypasses all flat DR.

Available for:
XCOM: Goliath, Gunner
Aliens: Muton, Muton Elite
Equipment: Plasma Reflex Cannon
Platform Stability
Platform Stability
If this soldier has not moved it gains: +10 aim, -50% rocket scatter, and +1 damage to suppressive fire.

Available for:
XCOM: Gunner, Rocketeer, Scout, Sniper all via equipment
Equipment: Alloy Bipod
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
Quick Draw
Quick Draw
Point blank pistol shots cost 0 AP.

Available for:
XCOM: Covert Operative
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.

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 with an additional -4 aim penalty per tile away.

Available for:
XCOM: Assault, Jaeger
Reactive Targeting Sensors
Reactive Targeting Sensors
Once per turn, if this unit is attacked by anything besides a grenade/MiNE: : 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 via equipment
Aliens: Mechtoid Leaders, Sectopod Leaders
Equipment: AutoSentry Turret
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. Grants +30 crit resistance when overwatching.

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 2 free battle scanners. 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 50% of their missing HP (max 6 HP).

Available for:
XCOM: Engineer
Aliens: Drone
Repair Servos
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to 35% of the damage sustained. Each servo can heal 1 HP. At end of turn, use half the servos available (minimum 1, if available).

Shock-Absorbent Armor
Repulsor Plating
Provides +10 defense. If at full HP, repulses any attack against this unit, causing it to graze (dealing only half of the original damage).

Robotic
Robotic
Robotic/mechanized units are immune to psionic, and fire attacks. They are also immune to stun, panic, and strangle.



Available for:
XCOM: SHIV
Aliens: Drone, Seeker, Cyberdisc, Sectopod
Run and Gun
Run and Gun
Upon activation: Allows shooting or overwatching at 0 AP if the last AP was spent moving and disables other abilities for the rest of the turn. Shots gain +35% weapon damage and +35 crit when active. 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 triple environmental damage. Grants +15% throw range.

Available for:
XCOM: Engineer, Shogun
Savior
Savior
Upgrades medikits as follows: they heal 70% of missing HP (instead of 50%), their max HP healed is increased by 2, and they revive stabilized soldiers. Anytime this medic takes 4 or more damage 1 HP is healed back.

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

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, Mechtoid, Heavy Floater
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:
XCOM: Medic, Scout, Jaeger
Aliens: Chryssalid Leaders, Thinman Leaders
Equipment: Chameleon Vest
Sharpshooter
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets.

Available for:
XCOM: Medic, Sniper, Marauder, SHIV via equipment
Aliens: Thinman Leaders
Equipment: Adaptive Tracking Pod
Shock and Awe
Shock and Awe
Rockets and Collateral Damage gain +x% weapon damage, where x is their target's current HP (double if shot from an assault or battle rifle). Rocket/grenade/MiNE launchers and extra equipped rockets gain an additional use.

Available for:
XCOM: Rocketeer, Shogun
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, 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)
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. For XCOM only: Grants a 20% chance for shots to cost 0 AP and an additional reaction shot on Overwatch.

Available for:
XCOM: Infantry, Scout, Shogun
Aliens: Thinman
Sprinter
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).

Available for:
XCOM: Assault, Scout, Marauder, 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 -3 aim for each tile further than 18. Does not apply to reaction shots. 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: Gunner, Infantry, Assault, Medic, Marauder, Goliath, Shogun, All Soldiers via equipment
Equipment: Alien Trophy
Suppression
Suppression
Suppress [Pinned if protected by cover, damaged if not, no reaction fire, -35 aim, -35% mobility/ability range] targets. Breaks with an opportunist reaction shot that ignores reaction immunity if the target acts. Requires 2 ammo, and uses the 2nd ammo if a reaction shot was triggered. 1 turn cooldown. Increases the chance of being critically hit by 30% when suppressing. [Basic reaction shots bypass half of cover DR/def and cannot crit, Opportunist reaction shots gain +20 aim and can critically hit]

Available for:
XCOM: Gunner, SHIV
Aliens: Muton, Muton Elite
Tactical Mobility
Tactical Mobility
Grants 20 defense when flying or protected by cover if this unit has not been damaged this turn.

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
Tracker
Tracker
This soldier passively detects and uncloaks aliens within 6 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
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
Will To Survive
When protected by cover: This unit receives +35% DR and lowers cover defense by half. For XCOM only: Reduces injury time by 50% and grants Steadfast.

Available for:
XCOM: Assault, Gunner, Infantry, Medic
Aliens: Muton, Muton Elite

Alien Only Perks

Acidic
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 and reveals enemy units that are within 2.5 tiles of this unit after each move (4 tiles if this unit is a leader).



Available for:
Aliens: Thinman, Chryssalid
Acid Spit
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
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:
Aliens: Muton
Bloodlust
Bloodlust
This unit will charge at any enemy that wounds it. If any unit in vision dies when it's not this unit's turn, this unit will clear panic, mindfray, maim, and disorientation, gain +1 damage, and gain +0.6 mobility. Reveals enemy units that are within 2.5 tiles of this unit after each move (4 tiles if this unit is a leader).



Available for:
Aliens: Berserker
Bull Rush
Bull Rush
Charge towards an enemy to make a melee attack. Breaks nearby cover.



Available for:
Aliens: Berserker
Cannon Fire
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
Cluster Bomb
Launch a barrage of explosives that deal heavy damage over a 5 tile radius area and ignore DR from hardened. 1 turn delay.



Available for:
Aliens: Sectopod
Blood Call
Death Explosion
Robotic unit detonates causing damage to surrounding units and cover. Cyberdisk/Sectopod: Triggered upon death only. Drone: Triggered as self-destruct

Available for:
Aliens: Cyberdisk, Sectopod, Drone
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.

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 2x if the outsider is activated.

Available for:
Outsider
Hive Mind
Hive Mind
Spotters for this unit can spot targets for the purpose of squadsight regardless of their AP.

Available for:
Aliens: All Aliens with squadsight
Indomitable
Indomitable
If above half HP, fatal non-psionic damage reduces this unit to 1 HP instead.

Insentient Crush
Insentient Crush
Non-biologic enemies in sight take 40% of their max health in damage at the beginning of their turn.

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

Available for:
Berserker
Launch
Launch
Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.



Available for:
Aliens: Floater
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 + 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.

Overpower
Overpower
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.

Psi Lance
Psi Lance
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.

Available for:
Ethereal
Orbital Ray
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. This chance is reduced by half (stacking) if the target is: Hunkered, in cover, or indoors. 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 neutrino ray at targeted enemies. After a turn, targeted enemies will be hit with a fully penetrating 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
Psi Shield
Psi Shield
This unit generates a psionic force shield when targeted by an ally's Mind Merge ability.

Available for:
Aliens: Mechtoid
Psychic Storm
Psychic Storm
Allows the summoning of a Psychic Storm. The Storm Level is the Psychic's Will / 40 when they start to conjure and can be upgraded with mind merge. The Storm deals damage equal to the Storm Level to each enemy (double damage to mechanical units) 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.

Unlimited Cloak
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
Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items, or abilities. 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
Leap
Stun Immune
This unit cannot be stunned with the Stun Rifle; taking a live specimen is not possible.



Available for:
Aliens: Chryssalid, Zombie
Reconnaissance
Transform
Can toggle between a open and closed state. When closed gain 50 defense and cannot be crit

Available for:
Aliens: Cyberdisk

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).

Available for:
XCOM: All Soldiers
Aliens: Ethereal, Outsider
Enhanced Metabolism
Enhanced Metabolism
Resist 50% of overpower, gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.

Available for:
XCOM: All Soldiers
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
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
Aliens: Thin Man Leader, Chryssalid Leader, Heavy Floater
Iron Skin
Iron Skin
Grants +10 Base DR and +50 crit resistance.

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

Available for:
XCOM: All Soldiers
Aliens: Muton Elite Leaders
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
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
The max HP medikits can heal is increased by 2 when used on the soldier. Grants complete immunity to corrosion and shredding.

Available for:
XCOM: All Soldiers

Officer Training

(See also: Officers)

Commanding Officer
Commanding Officer
If this is the highest ranking Officer: Gain Command (with 1 charge), officer perks affect all squadmates, and grants a % chance for end-in-idle actions of squadmates in vision to cost 0 AP equal to the number of active enemies.



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

Available for:
XCOM: All Officers
Clutch Leadership
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
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, Jaeger
Aliens: All Alien Leaders
Cover Tactics
Cover Tactics
Squad receives +1 defense per activated enemy when protected by cover. Officers gain +10 defense.

Available for:
XCOM: All Officers
Cover Tenacity
Cover Tenacity
Squad receives +2% DR per activated enemy when protected by cover. Officers gain +3 base HP.

Available for:
XCOM: All Officers
Natural Leadership
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
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
Stay Frosty
Squad fatigue reduced by 15%.\nOfficers gain Commanding Officer [Various Abilities, +1 Command Charge] and +0.6 mobility.

Available for:
XCOM: All Officers
Strength in Numbers
Strength in Numbers
Squad receives +1 will per squad member.\nOfficers gain Commanding Officer [Various Abilities, +1 Command Charge] and +10 will.

Available for:
XCOM: All Officers
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.

Available for:
XCOM: All Officers

Psionic Abilities

(See also: Psionics)

Countercharge
Countercharge
Causes biological enemies within line of sight that perform an end-in-idle action to take will/20 psionic damage. The chance to trigger is Will/4 percent and cannot trigger if the unit has lost any base HP or the target is in smoke. 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.

Available for:
XCOM: Psionic Soldiers
Aliens: Sectoid, Sectoid Commander
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:
XCOM: Volunteer
Aliens: Ethereal, Sectoid Commander
Pyrokinesis
Inner Fire
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.

Available for:
XCOM: Psionic Soldiers
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 66% of will. Lasts through 2 enemy turns. 4 turn cooldown.

Available for:
XCOM: Psionic Soldiers
Aliens: Sectoid, Sectoid Commander, Ethereal
Mind Merge
Mind Merge
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.

Available for:
XCOM: Psionic Soldiers
Aliens: Sectoid
Psi Inspire
Psi Inspire
Inspires all allies within a 6 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 +30 will. 4 turn cooldown.

Available for:
XCOM: Psionic Soldiers
Psi Mastery
Psi Mastery
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Countercharge deals 50% more damage. Inner Fire is 50% stronger.

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.

Available for:
XCOM: Psionic Soldiers
Aliens: Sectoid, Sectoid Commander, Ethereal
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.

Available for:
XCOM: Psionic Soldiers
Rift
Rift
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.

Available for:
XCOM: Volunteer
Aliens: Ethereal
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.

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: -50% 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 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 ---- 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