Abilities List (LWR)

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Normal Perks

Absorption Fields
Absorption Fields
Grants +20% DR.

Available for:

XCOM: Goliath, SHIV
Aliens: Mechtoid, Sectopod, Seeker Leaders


Aggression
Aggression
Grants +25 crit and +1 damage during critical hits.

Available for:

XCOM: Assault, Infantry, Jaeger, Marauder
Aliens: Cyberdisc Leaders, Floater Leaders, Muton Leaders, Muton Elite Leaders, Thin Man Leaders


Awareness
Awareness
Grants +10 defense (+20 more if steadying or overwatching). Doubles the Combat Readiness and In The Zone attribute bonuses.

Available for:

XCOM: Jaeger
Aliens: Floater Leaders, Heavy Floater Leaders, Mechtoid Leaders, Thin Man Leaders


Body Shield
Body Shield
The nearest visible enemy suffers -20 aim and cannot critically hit this unit

Available for:

XCOM: All MEC Troopers


Brawler
Brawler
Grants +30% DR when within 4 tiles of the enemy. Grants Opportunist.

Available for:

XCOM: Assault, Marauder
Aliens: Outsider Leaders


Bring 'Em On
Bring 'Em On
Grants the primary weapon +0.5 damage per enemy in sight.

Available for:

XCOM: Assault, Gunner, Jaeger, Sniper
Aliens: Muton Elite Leaders


Bull Rush
Bullseye
Gain +20 aim against flying targets.

Available for:

XCOM: Engineer, Infantry, Medic, Scout, Sniper, SHIV


Close Combat Specialist
Close Combat Specialist
Grants a reaction shot against any enemy who acts or moves at the same elevation within 4 tiles. Reaction shots cannot crit (without opportunist) and ignore cover defense.

Available for:

XCOM: Assault, Marauder, Medic, SHIV
Aliens: Muton Elite Leaders, Outsider


Close Encounters
Close Encounters
The first standard shot made within 4 tiles of the target costs 0 AP but reduces mobility by 50%. Cannot combine with Run And Gun.

Available for:

XCOM: Assault, Medic
Aliens: Heavy Floater Leaders, Seeker Leaders


Collateral Damage
Collateral Damage
Uses a full ammo clip to destroy cover and deal +50% weapon damage in a small area. No critical chance.

Available for:

XCOM: Shogun


Combat Drugs
Combat Drugs
Smoke grenades are infused with stimulants and nanobots that grants +10 will and immediately heal half of all damage received (does not work on purely mechanical units). Grants 1 smoke grenade.

Available for:

XCOM: Medic


Concealment
Concealment
If this unit cannot be seen by any enemies and moves 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 50% more damage.

Available for:

XCOM: Engineer, Goliath, Gunner, Infantry, Jaeger, Shogun
Aliens: Drone Leaders, Floater Leaders, Heavy Floater, Outsider, Sectopod


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
Aliens: Outsider Leaders, Mechtoid Leaders, Seeker Leaders, Sectopod


Danger Zone
Danger Zone
Increases the explosive radius of rockets, grenade launchers, and mines by 30%. Suppression affects enemies 1 tile adjacent/diagonal to the primary target as well.

Available for:

XCOM: Goliath, Rocketeer, SHIV


Death From Afar
Grants +10 aim when firing at squadsight range.

Available for:

XCOM: Sniper
Aliens: Thin Man Leaders


Dense Smoke
Dense Smoke
Smoke grenades have a 25% increased radius and grant an additional +20 defense (+50 defense total). Dense Smoke applies the smoke aim/defense to psionic attacks as well and prevents all explosive damage. Grants 1 smoke grenade.

Available for:

XCOM: Engineer


Disabler
Disabler
All shots gain a 40% 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
Causes target's main weapon to malfunction. Can only be used with a sniper/strike/arc rifle. Deals 1 damage. 2 turn cooldown.

Available for:

XCOM: Scout, Sniper


Double Tap
Double Tap
Allows shooting twice with the primary weapon. 1 turn cooldown. Non-reaction shots fired at 2 AP gain +15 aim.

Available for:

XCOM: Engineer, Gunner, Rocketeer, Sniper


Executioner
Executioner
Grants +20 aim, +20 crit, and +1 damage against targets at or below half HP.

Available for:

XCOM: Jaeger, Marauder, Sniper
Aliens: Heavy Floater Leaders, Floater Leaders, Muton Leaders, Muton Elite Leaders, Sectoid Leaders, Thin Man Leaders


Extra Conditioning
Extra Conditioning
Grants +2 armor health, +0.6 mobility, and reduces fatigue times by 20%.

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. Reduces injuries sustained during battle by 1 HP on all soldiers (multiple instances stack).

Available for:

XCOM: Medic


Fire Rocket
Fire Rocket
Grants the ability to use and equip a rocket launcher. Rocket scatter is unaffected by aim. Firing a rocket with less than 2 AP doubles scatter.

Available for:

XCOM: Rocketeer


First Aid
First Aid
For soldiers: Grants 1 medikit and all equipped medikits receive an additional use.
For MECs: Restorative Mists receive +2 charges.
For Both: Reduces injuries sustained during battle by 1 HP on all soldiers (multiple instances stack).

Available for:

XCOM: Rocketeer, Scout, Shogun


Flush
Flush
Fire a +40 aim -50% weapon damage shot that clears enemy overwatch and encourages non-hunkered ground targets to move. Consumes 2 ammo. The flush shot itself is still subject to reaction fire. 1 turn cooldown.

Available for:

XCOM: All Soldiers, SHIV


Fortified
Fortified
Grants immunity to critical hits, +1 DR, and Steadfast.

Available for:

XCOM: Goliath, Marauder
Aliens: Berserker Leaders, Chryssalid Leaders, Sectopod


Fragmentation
Fragmentation
Explosives gain a 20% 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. Grants +20% throw range.

Available for:

XCOM: Engineer, Goliath, Infantry, Shogun


Regen Biofield
Grit
Grants +1 DR, +1 armor HP, and %DR equal to half of the %HP lost.

Available for:

XCOM: Assault, Goliath, Gunner, Medic
Aliens: Berserker Leaders, Chryssalid Leaders, Muton Elite Leaders


HEAT Warheads
HEAT Warheads
Explosives gain +4 penetration.

Available for:

XCOM: Engineer, Rocketeer, Shogun
Aliens: Cyberdisc


Hit and Run
Hit and Run
The first shot at an uncovered target deals +1 damage and costs 0 AP, but subsequent actions cannot use weapons or equipment.

Available for:

XCOM: Scout, Shogun


Holo Rounds
Holo Rounds
Grants +1 damage against mechanical units. Shooting or suppressing enemies marks them, preventing concealment/stealth and granting +20 aim to all shots at them for the next 3 turns.

Available for:

XCOM: Engineer, Gunner, Jaeger, Rocketeer, Scout, SHIV, Sniper
Aliens: Cyberdisc Leaders, Floater Leaders, Heavy Floater Leaders, Muton Leaders, Muton Elite Leaders, Outsider Leaders, Seeker


Jetboot Module
Jetboot Module
When activated, grants +2.5 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 1 turn cooldown.

Available for:

XCOM: Jaeger, Marauder, Shogun


Killer Instinct
Killer Instinct
Grants +25% crit damage.

Available for:

XCOM: Assault, Jaeger, Marauder, Shogun


Light 'Em Up
Light 'Em Up
Standard shots cost only 1 AP.

Available for:

XCOM: Infantry, SHIV
Aliens: Cyberdisc Leaders, Drone Leaders, Mechtoid Leaders, Muton Leaders, Muton Elite Leaders, Sectoid Commander Leaders


Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP.

Available for:

XCOM: Engineer, Goliath, Gunner, Infantry, Jaeger, Marauder
Aliens: Mechtoid, Muton Elite Leaders, Sectoid Commander Leaders


Lone Wolf
Lone Wolf
Grants 10 aim, crit, and defense if not within 7 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.

Available for:

XCOM: Scout
Aliens: Sectoid Leaders, Sectoid Commander Leaders, Thin Man Leaders


Master Mechanic
Master Mechanic
Grants 3 uses of Repair and the first repair each turn costs 0 AP. Grants +2 penetration to shots 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
Grants +1 damage to suppression, +20% weapon damage to rockets, +50% weapon damage to flush and grenades, and +100% weapon damage to sniper and strike rifles.

Available for:

XCOM: Goliath, Gunner, Infantry, Rocketeer, SHIV, Sniper
Aliens: Heavy Floater


Mechanic
Mechanic
Grants 3 uses of Repair and +1 penetration to shots against mechanical units.

Available for:

XCOM: Engineer


One for All
One for All
Upon activation: Gain 40% DR, disable reactive fire, remove all base defense, and act as full cover element. Lasts until unit moves or uses an arm-based weapon. Does not trigger reaction fire.

Available for:

XCOM: All MEC Troopers


Opportunist
Opportunist
Reaction shots ignore DR from cover and can crit.

Available for:

XCOM: Assault, Infantry, Marauder, Goliath, Gunner
Aliens: Cyberdisc Leaders, Mechtoid Leaders, Muton Leaders, Muton Elite Leaders, Outsider Leaders, Sectoid Leaders, Sectoid Commander Leaders, Sectopod Leaders, Seeker Leaders, Thin Man Leaders


Packmaster
Packmaster
Equipped medikits, grenades, and beacons receive an additional use. Grants +1 ammo.

Available for:

XCOM: Infantry, Medic, Rocketeer, Scout


Penetrator
Penetrator
The primary weapon gains +2 penetration.

Available for:

XCOM: Goliath, Gunner, Shogun
Aliens: Cyberdisc Leaders, Drone Leaders, Heavy Floater Leaders, Sectopod


Platform Stability
Platform Stability
The soldier gains if at 2 AP: +10 aim and +10 crit on the next shot/overwatch and -30% rocket scatter.

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 +25 aim to sidearms, +1 damage to all weapons and equipment, and 20% throw range. Also negates the range accuracy penalty of sidearms.

Available for:

XCOM: Assault, Infantry, Medic, Rocketeer, Scout, Sniper
Aliens: Sectoid, Seeker


Rapid Fire
Rapid Fire
Take two shots against a single target in quick succession with the primary weapon. Each shot has -15 aim.

Available for:

XCOM: Assault


Rapid Reaction
Rapid Reaction
Allows 3 reaction shots during overwatch and allows reaction shots to trigger against units that started outside of LoS.

Available for:

XCOM: Marauder
Aliens: Floater Leaders, Heavy Floater


Reactive Targeting Sensors
Reactive Targeting Sensors
Grants a reaction shot with +50 aim at the first enemy who attacks this unit each turn. Also grants Opportunist.

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 is idle and has ammo, overwatch activates.

Available for:

XCOM: Gunner, Marauder, Medic
Aliens: Cyberdisc Leaders, Drone Leaders, Floater Leaders, Heavy Floater Leaders, Mechtoid Leaders, Muton Leaders, Muton Elite Leaders Outsider Leaders, Sectoid Leaders, Sectoid Commander Leaders, Seeker Leaders, Thin Man Leaders


Reconnaissance
Reconnaissance
Displays alien positioning information after each move. Does not trigger if squad is in combat or this unit is incapacitated. Grants 2 Battle Scanners and the first Battle Scanner used each turn costs 0 AP. Grants Low Profile.

Available for:

XCOM: Scout


Repair
Repair
Heal a mechanical unit for 4 HP. Disabled while wielding a sidearm.

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 2 servos (1 HP healed per servo).

Available for:

XCOM: Goliath, SHIV
Aliens: Cyberdisc Leaders, Floater Leaders, Mechtoid Leaders, Sectopod Leaders


Run and Gun
Run and Gun
Upon activation: grants immunity to reaction fire and when the unit reaches 0 AP from a move, instead of ending the unit's turn, allows a shot or overwatching. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle.

Available for:

XCOM: Assault


Sapper
Sapper
Grenades deal 5x environmental damage.

Available for:

XCOM: Engineer, Shogun


Savior
Savior
Medikits restore 3 more HP per use. Medikits can revive critically wounded soldiers to 33% HP.

Available for:

XCOM: Medic


Sentinel
Sentinel
Allows 2 reaction shots during overwatch. Grants Opportunist.

Available for:

XCOM: Gunner, Infantry, Medic
Aliens: Cyberdisc Leaders, Mechtoid Leaders, Muton Leaders, Muton Elite Leaders, Outsider Leaders, Sectoid Leaders, Sectoid Commander Leaders, Seeker Leaders, Thin Man Leaders


Shadowstep
Shadowstep
Prevents triggering of reaction shots against this unit when it moves. Also grants +1.2 mobility.

Available for:

XCOM: Assault, Medic, Shogun, Scout
Aliens: Chryssalid Leaders, Thin Man Leaders


Sharpshooter
Sharpshooter
All shots with the primary weapon gain +1 penetration. Also grants +10 aim to shots with the primary weapon fired at targets through cover.

Available for:

XCOM: Infantry, Jaeger, Medic, Sniper
Aliens: Thin Man Leaders


Shock-Absorbent Armor
Shock-Absorbent Armor
Grants proximity DR if the target is within 15 tiles (+2% DR per tile up to +30% at point blank).

Available for:

XCOM: Marauder
Aliens: Berserker Leaders, Chryssalid Leaders


Shock and Awe
Shock and Awe
Rocket launchers and equipped extra rockets each grant an additional rocket.

Available for:

XCOM: Rocketeer


Shredder
Shredder
Primary weapons Shred [+1 damage received and nullifies DR from being hardened] any unit they damage for the remainder of the battle.

Available for:

XCOM: Gunner
Aliens: Muton Elite


Smoke and Mirrors
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger non-suppression reaction shots. Grants +20% throw range. Equipped support grenades receive an additional use.

Available for:

XCOM: Engineer, Medic, Rocketeer, Scout


Snap Shot
Snapshot
Standard/precision/disabling shots will not trigger non-suppression reaction shots. Grants a 30% chance (60% with strike rifles) for standard/precision/disabling shots to cost 0 AP (does not work for Exalt/Aliens).

Available for:

XCOM: Assault, Infantry, Scout
Aliens: Floater Leaders, Heavy Floater Leaders, Thin Man


Sprinter
Sprinter
Grants +1.2 mobility and increases the dash mobility bonus to +40% movement (from +20% movement).

Available for:

XCOM: Assault, Scout, SHIV
Aliens: All Alien Leaders


Squad sight
Squadsight
Allows firing beyond 18.7 tiles with long-range weapons at targets that allies can see (-3 aim/crit penalty for each tile further than 18.7).

Available for:

XCOM: Jaeger, Sniper
Aliens: Cyberdisc Leaders, Mechtoid Leaders, Muton Leaders, Muton Elite Leaders, Outsider Leaders, Sectoid Leaders, Sectoid Commander Leaders, Seeker Leaders, Thin Man Leaders


Steadfast
Steadfast
Grants Immunity to panic (except from flames or psionics) and reduces the chance to be hit by psionic attacks and overpower by 20%.

Available for:

XCOM: All MEC Troopers, All Soldiers


Suppression
Suppression
Pin [no reaction fire, -30 aim, -1 AP, -50% AoE range, x2 scatter] non-melee targets down. Breaks with an opportunist reaction shot with -50% weapon damage if the target acts or moves. Reaction shots ignore cover def and cannot crit. Requires 2 ammo, and uses the 2nd ammo if a reaction shot was triggered. Not possible with shotguns, sniper rifles, or strike rifles. 1 turn cooldown..

Available for:

XCOM: Gunner, Infantry, SHIV
Aliens: Heavy Floater, Floater, Muton, Muton Elite, Thin Man


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

Available for:

XCOM: Engineer, Goliath, Rocketeer
Aliens: Cyberdisc Leaders, Heavy Floater Leaders, Muton Leaders


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 50% more damage if they are uncovered.

Available for:

XCOM: Infantry, Jaeger, Scout, Shogun
Aliens: Muton Leaders, Muton Elite Leaders, Outsider Leaders, Sectoid Leaders, Thin Man Leaders


Will To Survive
Will To Survive
Grants +30% DR and -10 defense when protected by cover, 30% reduced injury time, and Steadfast

Available for:

XCOM: Assault, Gunner, Infantry, Medic
Aliens: Heavy Floater Leaders, Muton, Muton Elite

Alien Only Perks

Bombard
Bombard
Throw or launch grenades and devices 40% further.

Available for:

Muton Leaders, Thin Man Leaders


Deflection Shield
Deflection Shield
When active, reduces the hit chance of shots taken against this unit (+3 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 65% less damage, squadsight shots cannot hit, and cover grants allies within 8 tiles 10 more defense.

Available for:

Ethereal, Sectoid Commander


Greater Mind Merge
Greater Mind Merge
Merge minds with allies, granting them +100 aim, +100 crit, +25 will, and some healing. 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.

Available for:

Outsider


Leap
Leap
Allows vertical leaps onto elevated surfaces during movement.

Available for:

Thin Man, Chryssalid


Mind Control
Mind Control
Grants control of the target for 2 turns. Does not work on purely mechanical units. 5 turn cooldown.

Available for:

Sectoid Commander


Overpower
Overpower
This unit has an Overpowering Aura that causes weak-willed enemies that see it to lose their remaining AP (will test at 20% of unit's will, after each enemy action or move). Does not affect SHIVs.

Available for:

Berserker Leaders, Ethereal


Psi Lance
Psi Lance
Project a bolt of pure psi force at an enemy that deals 5 + (caster_will - target_will - 20)/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 will, just like standard shots.

Available for:

Ethereal


Tactical Mobility
Tactical Mobility
When flying or protected by cover, defense is increased by 15.

Available for:

Floater, Heavy Floater, Muton Leaders, Muton Elite Leaders, Sectoid Leaders, Sectoid Commander Leaders, Thin Man Leaders

Gene Mods

(See also: Gene Mods)

Adaptive Bone Marrow
Adaptive Bone Marrow
This soldier recovers from injuries 25% 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 (10% 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 +30 defense when below 50% HP.

Available for:

XCOM: All Soldiers


Depth Perception
Depth Perception
Height advantage grants an additional +20 crit.

Available for:

XCOM: All Soldiers


Hyper-Reactive Pupils
Hyper-Reactive Pupils
Grants +20 aim on any shot after a miss.

Available for:

XCOM: All Soldiers


Iron Skin
Iron Skin
All damage taken is reduced by 1.

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.

Available for:

XCOM: All Soldiers
Aliens: Berserker, Chryssalid, Outsider


Neural Damping
Neural Damping
Confers +20 will when defending against Psi attacks and immunity to all forms of panic. If the soldier is mind controlled, the control is cancelled and the soldier is stunned for 1 turn instead. Neural damped soldiers cannot learn psionic skills and psionic soldiers cannot be neural damped.

Available for:

XCOM: All Soldiers
Aliens: Muton Elite, Outsider


Secondary Heart
Secondary 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.

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 +5 defense.

Available for:

XCOM: All Officers


Combined Arms
Combined Arms
+1 penetration. Officer's provide this to the entire squad. +1 Command Charge.

Available for:

XCOM: All Officers
Aliens: All Alien Leaders


Camaraderie
Camaraderie
Non-SHIV squad members have a 50% chance (Modified by Campaign Length) to gain +1 aim/will when completing a mission with no soldier deaths. +1 Command Charge.

Available for:

XCOM: All Officers


Cover Tactics
Cover Tactics
Squad receives +10 defense when protected by cover.

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. +1 Command Charge.

Available for:

XCOM: All Officers


Stay Frosty
Stay Frosty
All units in the squad have post-mission fatigue reduced by 7%. Gain Commanding Officer [1 command charge, +15% squad xp/rank, -20% personal fatigue].

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, +15% 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 +35% mission experience. +1 Command Charge.

Available for:

XCOM: All Officers

Psionic Abilities

(See also: Psionics)


Pyrokinesis
Inner Fire
Grants +10 aim and +1.2 mobility.


Mind Fray
Mind Fray
Causes the target to lose grip on reality, causing -25 aim/stack, -25 will/stack, -50% AoE range, -25 defense, -40% mobility, and deals will/20 damage. Robotic units are immune. 4 turn cooldown.


Mind Merge
Mind Merge
Merge minds with the target, granting the target +25 aim, crit, %DR, and will. Also reduces rocket scatter by 50%.


Neural Feedback
Neural Feedback
Psi attackers that attack a friendly unit in vision are dealt will/20 damage and have all psi abilities put on cooldown. Does not effect the psionic attack itself.


Psi Inspire
Psi Inspire
Removes mind fray, panic, red fog, shaken, grants immunity to fatigued/exhausted, prevents non-suppression reaction fire triggering, and grants +30 will to all allies within a 6-tile area of effect for 2 turns. 4 turn cooldown.


Psi Mastery
Psi Mastery
All psionic abilities cost only 1 AP. Neural Feedback and Mind Fray deal +50% damage. Inner Fire grants +50% aim and mobility.


Psi Panic
Psi Panic
Causes a target to panic if its will is overcome. Panicking units have a 80% chance to recover each turn. Robotic enemies are immune. 4 turn cooldown.


Psychokinetic Strike
Psychokinetic Strike
Project a bolt of pure psi force that destroys cover but does not harm units. 4 turn cooldown.


Rift
Rift
Devastate an area with psionic storm energy. Deals 4 + (caster_will - target_will - 20)/20 initially and then 6 + (caster_will - target_will - 20)/20 after a turn. The minimum damage is 2 and 3. 4 turn cooldown.


Telekinetic Field
Telekinetic Field
Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +50 defense to allies within the field. 4 turn cooldown.