Abilities List (LWR)

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Contents


Normal Perks

Absorption Fields
Absorption Fields
Grants +25% 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. 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 [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.

Available for:
XCOM: Scout, Rocketeer
Brawler
Brawler
Grants +1 damage and +20 aim against targets within 4 tiles. Melee attacks against this unit graze (dealing only half of their original damage) and trigger a counterattack with damage equal to this unit's base HP (half this unit's base HP if augmented).

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. Grants +20 aim against targets on overwatch.

Available for:
XCOM: Scout, Shogun, Jaeger
Close Combat Specialist
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts if hit chance >50. Reaction shot only activates on enemy's turn, once per enemy.

Close Encounters
Close Encounters
The first standard shot against an enemy within 4 tiles will leave this unit with 1 AP but reduces mobility to 4 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.

Available for:
XCOM: Assault
Aliens: Heavy Floater Leaders, Seeker Leaders
Collateral Damage
Collateral Damage
Use a full ammo clip to destroy some cover and deal 25% 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
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 +50% damage and gain +50 crit. Does not work with the Arc Rifle or Arc Pistol.

Damage Control
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: 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: +35% 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 -- defense affects psi as well). Grants 2 smoke grenades.

Available for:
XCOM: Engineer
Disabling Shot
Disabling Shot
If this unit has a sniper/strike/arc rifle: Fire a 1 damage shot at -20 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. Requires 2 AP. 4 turn cooldown.

Available for:
XCOM: Scout, Sniper
Double Tap
Double Tap
Shooting or using burst allows this unit to fire an extra shot (at +20 aim if it's the same target) 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
Kitted
Kitted
Grants 2 medikits, a smoke grenade, +1 ammo to non-electric primary weapons, and +1 armor HP.

Available for:
XCOM: Gunner, 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
Burst
Burst
Fire a +50 aim shot with -50% weapon damage. 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 50% chance to deal double damage.

Available for:
XCOM: Goliath, Rocketeer, Assault, Shogun, Engineer
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 +3 armor HP and %DR equal to 10 + half of the %HP lost.

Hardened
Hardened
This unit cannot be exposed and gains +25% DR.



Available for:
XCOM: MECS, SHIV
Aliens: Drone, Seeker, Chryssalid, Cyberdisc, Berserker, Mechtoid, Sectopod
HEAT Warheads
HEAT Warheads
Explosives gain +4 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, Shogun
Holo Rounds
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.

Hunter
Hunter
Shots from cloak deal +70% weapon damage and +30% crit. 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. Grants Combined Arms.



Available for:
XCOM: Jaeger
Impact
Grants +1 penetration to all shots. Non-reaction shots that hit disable enemy Overwatch and Reactive Targeting Sensors.

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. Regular shots grant +10 aim and an automatic reload.



Available for:
XCOM: Sniper
Jetboot Module
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).

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 5 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. Increases the max healing of repair by +2 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 +70% weapon damage to grenades, sniper rifles, 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. Grants 4 uses of Repair.

Available for:
XCOM: Engineer
One for All
One for All
Upon activation: gain 35% 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 reduces mobility to 4 tiles during their next action.

Available for:
XCOM: Marauder
Opportunist
Opportunist
Reaction shots gain +10 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 gains +2 penetration.

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: +15 aim, -50% rocket scatter, and +1 damage to suppressive fire.

Available for:
XCOM: Some Soldiers 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. For sidearms: No long-range aim penalty, gain double the close-range aim bonus, and reloading costs only 1 AP.

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.

Available for:
XCOM: Assault, Jaeger, Medic
Reactive Targeting Sensors
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
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.

Reconnaissance
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
Repair
Heal a friendly mechanical unit for 4 of their missing HP.

Available for:
XCOM: Engineer
Aliens: Drone
Repair Servos
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).

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
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 +50% base damage and +50 crit. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle.

Available for:
XCOM: Assault
Sapper
Sapper
Explosives deal double environmental damage. Grants +30% throw range.

Available for:
XCOM: Engineer, Shogun
Savior
Savior
Medikits heal 2 more HP (3 more if used on self) and can revive stabilized soldiers. Grants +20 aim to shots at targets affected by Red Fog.

Available for:
XCOM: Medic
Sentinel
Sentinel
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist.

Sentry
Sentry
Fire an additional reaction shot during overwatch. When on overwatch, the first hit taken grazes, dealing only half of its original damage.

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
Rocket launchers, extra equipped rockets, grenade launchers, and MiNE launchers gain an additional use. Grants Slayer.

Available for:
XCOM: Rocketeer, Shogun
Shredder
Shredder
Primary weapons 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] 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 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.

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, 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. 1 turn cooldown.

Available for:
XCOM: Gunner
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 +30% 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
Slayer
Slayer
All weapons and equipment deal bonus % weapon damage equal to the target's current HP.

Available for:
XCOM: Rocketeer, Shogun
Gun Slayer
Gun Slayer
Primary weapon shots deal bonus % weapon damage equal to the target's current HP. Stacks with Slayer.

Available for:
Equipment: Plasma Stellerator
Ram
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 that penetrates all DR, where x is 35% of (max base HP + tiles moved).

Available for:
XCOM: SHIVs

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 enemy units that are within 2.5 tiles of this unit after each move. Reveals enemy units that are within 4 tiles of this unit after each move.



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. Effected units heal 10% of max HP and have all debuffs removed. 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 all debuffs, gain +1 damage, and gain +0.6 mobility. Reveals enemy units that are within 4 tiles of this unit after each move.



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



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: Cyberdisc, 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
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
Growth
Outsiders with this perk have a chance to grow in strength each turn they start with max base hp, up to a cap. The amount of growth increases by 2x if the outsider is activated.

Available for:
Outsider
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 non-melee 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
Brute
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
Launch
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
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, lose 1 + 20% of their max HP at the end of their turn, and may lose some of their active buffs. Interrupted by explosive damage or disorientation on the Mind Controller. 3 turn cooldown.

Overpower
Overpower
This unit has an Overpowering Aura that causes enemies to lose a percent of their aim, mobility, melee damage, throw range, and rocket accuracy equal to it's will/6. High base HP and distance beyond 20 tiles can mitigate this loss. Specifically, targets lose 1 percentage point less/more attributes for each base HP above/below average and targets lose 1 percentage point less attributes for each tile beyond 20. Does not affect SHIVs.

Psi Lance
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 4 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
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. 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
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 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. Can be interrupted by explosive damage or disorientation. Requires 2 AP. 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 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
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: Cyberdisc
Fleet
Fleet
Grants bonus defense equal to 2.5x this unit's mobility.

Available for:
Aliens: Chryssalid
Leader
Leader
This unit grants 2x the current alien level in defense to allies in sight.

Available for:
Aliens: All Alien Leaders
Overload
Explosive Shots
Shots from this unit are explosive and will deal half weapon damage to units within 1.5 tiles.



Available for:
Aliens: Mechtoids, Cyberdiscs, Sectopods
Psychic Wave
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
Fervor
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 or Grapple. Inactivated if this unit has taken damage this turn.

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
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 25% 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. Saturation Fire has a -25% weapon damage malus (instead of -50%).

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
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
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 the number of activated 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
Doubles 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
All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base 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 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.

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. 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% mobility/ability range, and +25% scatter. Hit chance is calculated using 80% of will. Lasts through 2 enemy turns. 2 turn cooldown.

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

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 +2 damage. Inner Fire is 50% stronger. Psychic Storm deals half damage when interrupted.

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 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
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.

Available for:
XCOM: Volunteer
Aliens: Ethereal
Telekinetic Field
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: -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 ---- 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