Abilities List (LWR)
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Contents
- 1 Normal Perks
- Absorption Fields
- Aggression
- Awareness
- Body Shield
- Bombard
- Brawler
- Bring 'Em On
- Bullseye
- Close Combat Specialist
- Close Encounters
- Collateral Damage
- Combat Drugs
- Concealment
- Critical System Targeting
- Damage Control
- Danger Zone
- Disabler
- Disabling Shot
- Double Tap
- Executioner
- Extra Conditioning
- Field Medic
- Fire Rocket
- First Aid
- Flush
- Fortified
- Fragmentation
- Grenadier
- Grit
- HEAT Warheads
- Hit and Run
- Holo Rounds
- Impact
- In The Zone
- Jetboot Module
- Killer Instinct
- Light Em Up
- Lock N' Load
- Lone Wolf
- Low Profile
- Master Mechanic
- Maim
- Mayhem
- Mechanic
- One For All
- Onslaught
- Opportunist
- Packmaster
- Penetrator
- Platform Stability
- Precision Shot
- Ranger
- Rapid Fire
- Rapid Reaction
- Reactive Targeting Sensors
- Ready For Anything
- Reconnaissance
- Repair
- Repair Servos
- Run and Gun
- Sapper
- Savior
- Sentinel
- Shadowstep
- Sharpshooter
- Shock-Absorbant Armor
- Shock and Awe
- Shredder
- Smoke and Mirrors
- Snapshot
- Sprinter
- Squadsight
- Steadfast
- Suppression
- Tandem Warheads
- Tenacious Defense
- Vital Point Targeting
- Will To Survive
- 2 Alien Only Perks
- 3 Gene Mods
- 4 Officer Training
- 5 Psionic Abilities
Normal Perks
Absorption Fields
Advanced shielding grants +30% DR. Shots from beam weapons (laser/pulse/drone/cyberdisc) lose half of their penetration when targeting this unit. |
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight. Available for:
XCOM: Assault, Infantry, Jaeger, Marauder Aliens: Cyberdisc Leaders, Floater Leaders, Muton Leaders, Muton Elite Leaders, Thin Man Leaders |
Awareness
Provides +30 defense. Available for:
XCOM: Jaeger Aliens: Floater Leaders, Heavy Floater, Mechtoid Leaders, Thin Man Leaders |
Body Shield
Grants a 35% chance for incoming shots to graze, dealing only half of their original damage. The nearest visible enemy suffers -20 aim against this unit and cannot critically hit it. Available for:
XCOM: All MEC Troopers |
Tinker
Throw or launch grenades and devices 30% further. |
Brawler
Grants +1 damage and +20 aim against targets within 4 tiles. Counterattacks melee attacks with damage equal to this unit's max base HP. |
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight. |
Bullseye
Grants +25 aim and crit if shooting at 2AP. Grants +25 aim and crit to shots against targets that are suppressing or on overwatch. |
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30] Available for:
XCOM: Assault, Marauder, Medic, SHIV Aliens: Muton Elite Leaders, Outsider, Sectoid Commander |
Close Encounters
The first standard shot against an enemy within 4 tiles or destructive grenade thrown within 4 tiles will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants immunity to reaction fire and critical hits from enemies within 4 tiles. |
Collateral Damage
Use a full ammo clip to destroy some cover and deal 15% weapon damage per ammo in a 5 tile radius. Costs 1 AP. 3 turn cooldown. Available for:
XCOM: Shogun |
Combat Drugs
Smoke grenades grant +20 aim and +10 crit. Smoke grenades also passively heal 3 HP at the end of the turn. Only affects units that are breathing the smoke. Does not work in dense smoke. Available for:
XCOM: Medic |
Concealment
If this unit cannot be seen by any enemies and walks (not dashes) to full cover it will become and/or stay concealed. Enemies will not target this unit (but can sense it) when concealed. Leaving cover (that enemies have sight of), beginning a turn in sight of an enemy, being holo-targeted, being flanked, and performing any action will break this concealment. Firing from concealment grants +30% crit. |
Critical System Targeting
Shots against autopsied mechanical units deal +50% damage and gain +2 penetration. Does not work with the Arc Rifle or Arc Pistol. Available for:
XCOM: Engineer, Goliath, Gunner, Infantry, Jaeger, Shogun Aliens: Drone Leaders, Floater Leaders, Heavy Floater, Outsider, Sectopod |
Damage Control
Grants an instance of 20% DR each time damage is received (they stack multiplicatively). If shredded, reduces shred to 35% at end of turn. Available for:
XCOM: SHIV, HMEC Suits Aliens: Outsider Leaders, Mechtoid Leaders, Seeker Leaders, Sectopod |
Danger Zone
Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target. |
Dense Smoke
Smoke grenades grant an additional +30 defense (+60 defense total -- defense affects psi as well) and prevent critical hits. Available for:
XCOM: Engineer |
Disabler
All shots gain a 20% chance to jam enemies weapons, forcing a reload before they can fire again (each enemy weapon can only be jammed once). Grants Disabling Shot. |
Disabling Shot
If this unit has a sniper/strike/arc rifle: Fire a shot that disables a target's main weapon if it connects. The shot deals 1 damage and costs 0 AP. Does not work against mechanical targets. Cannot be used after activating Double Tap or In The Zone. 3 turn cooldown. Grants +1 ammo to non-arc primary weapons. |
Double Tap
Shooting or using burst allows this unit to fire an extra shot (at +25 aim/crit if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used. |
Executioner
Grants +15 aim (+50 aim for pistols) 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
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Field Medic
Grants 2 free medikits. Medikits heal 2 more HP. Stabilization costs 0 AP and does not consume a medikit. Available for:
XCOM: Medic |
Fire Rocket
Grants the ability to use and equip a rocket launcher. Rocket scatter is unaffected by aim but decreases by 4% per HP above average. Firing a rocket with less than 2 AP triples scatter. 2 turn cooldown. Available for:
XCOM: Rocketeer |
First Aid
Grants 2 medikits. |
Saturation Fire
Fire a +25 aim shot with -50% weapon damage. Requires 2 ammo. |
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 20%. |
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage. |
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Makes destructive grenades and launchers weightless. |
Grit
Grants +3 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
Explosives gain +5 penetration and double the application of any shred. |
Hit and Run
The first non-reaction shot taken at a target that was damaged, suppressed, or disoriented this turn deals +2/2/4/4/6 crit damage (based on active weapon tier) and will leave this unit with 1 AP, but prevents the use of non-mobility actions until this unit reaches 0 AP. Grants +0.6 mobility. |
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 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 |
Grants +1 damage and penetration to all shots. Hitting a target with a non-reaction shot clears their overwatch and disables their Reactive Targeting Sensors.
|
In The Zone
Shooting with a steadied weapon allows this unit to fire up to 2 extra shots until out of ammo or targets. Standard shots that are not part of an ITZ chain gain +20 aim and grant an automatic reload.
Available for:
XCOM: |
Jetboot Module
When activated, grants +4.0 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting). |
Killer Instinct
Critical hits deal 200% damage. |
Light 'Em Up
Standard shots cost only 1 AP and gain both +5 aim and +1 damage for each instance of damage their target took this turn. Available for:
XCOM: Infantry, SHIV Aliens: Cyberdisc Leaders, Drone Leaders, Mechtoid Leaders, Muton Leaders, Muton Elite Leaders, Sectoid Commander Leaders |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. Available for:
XCOM: Engineer, Goliath, Gunner, Infantry, Jaeger, Marauder Aliens: Mechtoid, Muton Elite Leaders, Sectoid Commander Leaders |
Lone Wolf
Grants 10 aim, crit, and defense if not within 4 tiles of an allied unit. |
Low Profile
Partial cover grants the defense and DR bonus of full cover. |
Master Mechanic
Increases the healing of repair by +3 HP. Grants +2 penetration to shots vs mechanical units. |
Maim
Fire 2 shots at -20 aim that deal 1 damage each. Any damage against a biological target with 1 HP will Maim the target instead of dealing damage, preventing the target from performing reactive fire and skipping it's next turn. Available for:
XCOM: All Soldiers |
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately. Doubles shred application from suppression. |
Mechanic
Removes corrosion from all adjacent allies after each action. Grants +10 aim against mechanical units. Grants 2 uses of Repair [Heal a mechanical unit for 4 HP]. If idle and adjacent to a mechanical unit: When that unit takes damage heal it for 25% of the damage taken. Available for:
XCOM: Engineer |
One for All
Upon activation: all incoming non-psi attacks graze (decreases by 30% for each hit taken), immunity to critical hits, disable reactive fire, remove all base defense, and act as full cover element. Creates a barrier that prevents enemy explosive shots that hit this unit from damaging nearby units. Lasts until unit moves or uses an arm-based weapon (includes overwatching, steadying, reloading). Does not trigger reaction fire. Available for:
XCOM: All MEC Troopers |
Onslaught
The first use of the Kinetic Strike Module each turn will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants Ram and +0.6 mobility. Available for:
XCOM: Marauder |
Opportunist
Reaction shots gain +20 aim and can critically hit. 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
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. Grants +2 HP to healing from Restorative Mists. |
Penetrator
The primary weapon gains +2 penetration. Available for:
XCOM: Goliath, Gunner, Shogun Aliens: Cyberdisc Leaders, Drone Leaders, Heavy Floater Leaders, Sectopod |
Platform Stability
If this soldier has not moved and is on the ground, it gains: +15 aim, -80% rocket scatter, and +2 damage to suppressive fire. Steadied weapons do not become unsteadied when taking damage. |
Precision Shot
Fire a shot that has no squadsight penalties, +30 aim, and +30 crit. The shot will never graze. 2 turn cooldown. Only for Strike/Sniper Rifles. |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty and reloading costs only 1 AP. |
Rapid Fire
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -40 aim penalty (-20 for shotguns). Grants +0.6 mobility. Available for:
XCOM: Assault |
Rapid Reaction
Allows 2 reaction shots during overwatch. Grants +40% DR when overwatching. |
Reactive Targeting Sensors
Once per turn, if this unit is attacked: Attempt to return fire with a +40 aim reaction shot. If this unit did return fire, enter One For All (if able). [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30] |
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. Doubles shred application from shots. |
Reconnaissance
Displays information on the nearest aliens that are not hiding after each non-dash move. Provides additional information on sneaking aliens. The first battle scanner used each turn costs 0 AP. Grants a free battle scanner. Grants Low Profile. Available for:
XCOM: Scout |
Repair
Heal a friendly mechanical unit for 4 of their missing HP. |
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to 45% of the damage sustained. Each servo can heal 1 HP. At end of turn, use half the servos available (minimum 1, if available). Available for:
XCOM: Goliath, SHIV Aliens: Cyberdisc Leaders, Floater Leaders, Mechtoid Leaders, Sectopod Leaders |
Run and Gun
Allows shooting or overwatching at 0 AP if the last AP was spent moving. Disables the AP discount from Close Encounters. Shots gain +35% weapon damage and +35 crit until this unit's next turn. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle. Available for:
XCOM: Assault |
Sapper
Explosives deal +1 damage and double environmental damage. Grants +30% throw range. |
Savior
Grants +2 armor HP. Medikits heal 3 more HP and can revive stabilized soldiers for 0 AP. Available for:
XCOM: Medic |
Sentinel
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist. Available for:
XCOM: Gunner, Infantry, Medic Aliens: Cyberdisc Leaders, Mechtoid Leaders, Muton Leaders, Muton Elite Leaders, Outsider Leaders, Sectoid Leaders, Sectoid Commander Leaders, Seeker Leaders, Thin Man Leaders |
Shadowstep
This unit does not trigger reaction shots or Pursuit when walking (not dashing). After repositioning, grants +2 crit dmg until next turn. Grants +0.6 mobility. |
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets. |
Shock-Absorbent Armor
Grants proximity-based DR if the damage is within 10 tiles (+5% DR per tile up to +50% at point blank). |
Shock and Awe
Rocket launchers and extra equipped rockets gain an additional use. Reduces scatter by 30%. Available for:
XCOM: Rocketeer |
Shredder
Primary weapon shots during this unit's turn apply Shred equal to the percentage of the target's max HP lost from the attack (which increases subsequent damage the target receives by the amount of Shred) for the remainder of the battle. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. |
Snapshot
Shooting will not trigger reaction fire. If this unit has not moved this turn, shots gain a 20% chance to cost 0 AP. Available for:
XCOM: Assault, Infantry, Scout Aliens: Floater Leaders, Heavy Floater Leaders, Thin Man |
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%). |
Squadsight
Allows firing with long-range weapons around some obstacles and beyond 18 tiles at targets with a spotter (an unconcealed ally at 0 AP that can see the target). Grants +3 aim per ally that can see the target and -5 aim for each tile beyond 18. Does not apply to overwatch or reaction shots. Other abilities that consider the number of enemies in sight will also include any enemies in squadsight. 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
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%. |
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. 2 turn cooldown. Available for:
XCOM: Gunner, Infantry, SHIV Aliens: Heavy Floater, Floater, Muton, Muton Elite, Thin Man |
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
Grants +3 armor HP. Grants +20% crit resistance when protected by cover. |
Vital Point Targeting
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens. Available for:
XCOM: Infantry, Jaeger, Scout, Shogun Aliens: Muton Leaders, Muton Elite Leaders, Outsider Leaders, Sectoid Leaders, Thin Man Leaders |
Will To Survive
Increases DR of partial cover to 55% and full cover to 65% but grants 15 less defense. Grants +3 armor HP and Steadfast. Available for:
XCOM: Assault, Gunner, Infantry, Medic Aliens: Heavy Floater Leaders, Muton, Muton Elite |
Alien Only Perks
Blood Call
Unleash a bestial roar that inspires nearby allies of the same species granting them +30 base DR and +10 aim/will for <XGAbility:BloodCallDuration/> turns. Effected units heal 10% of max HP and have multiple debuffs (maim, disorient, mind fray, and panic) removed. 4 turn cooldown. Available for:
Muton |
Cannon Fire
Beam attack that grants +5 penetration and free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies). Available for:
Sectopod |
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. |
Distortion
Reality is distorted around this unit: non-psionic attacks deal only 30% the damage and half of the damage is then shared among allies in sight within 8 tiles. Grants +80 crit resistance and reduces corrosion duration to 1 turn. Prevents mind control and healing in humans. |
Greater Mind Merge
Merge minds with allies, granting them +1 pen, +25 aim/crit/25 will, +2.0 mobility, +50% graze chance, and 10% of caster will in extra HP until the beginning of their next turn. Upon use creates an 8.5 radius telekinetic field that grants 50 defense to all allies within the field through 1 enemy turn. 5 turn cooldown. Available for:
Sectoid Commander |
Growth
Outsiders have a chance to grow in strength each turn they start with all of their base HP, up to a cap based on Alien Level. Non-leaders grow slower and do not grow for the first 4 turns. Chance is 25/50/75/100% (based on difficulty). Available for:
Outsider |
Intimidate
Reacts unpredictably when wounded, provoking panic in enemies. Available for:
Muton Berserker |
Leap
Allows vertical leaps onto elevated surfaces during movement. |
Mind Control
Grants control of a target but prevents this unit from acting. Breaks any other instances of mind control. Hit chance is calculated using 150% of will. Does not work on purely mechanical units. Mind controlled targets lose 1 + 20% of their max HP at the end of their turn, and may lose some of their active buffs. Interrupted by explosively damaging, disorientating, panicking, or killing this unit. Interruption will leave the target mind controlled for one last turn, after which they will recover with disorientation. 3 turn cooldown. Available for:
Sectoid Commander |
Overpower
This unit has an Overpowering Aura that causes enemies to lose a percent of their aim, mobility, throw range, and rocket accuracy equal to it's will/6. High base HP and distance beyond 20 tiles can mitigate this loss. Specifically, targets lose 1 percentage point less/more attributes for each base HP above/below average and targets lose 1 percentage point less attributes for each tile beyond 20. Does not affect SHIVs. |
Psi Lance
Project a bolt of pure psi force at an enemy that deals 4 + (caster_will - target_will)/20 damage. The lance will jump to another enemy target within 6 tiles of the last target dealing less damage (10%) each jump until it dissipates. Unlike most psionic attacks, this attack has a hit chance based on the caster's aim and the defender's defense, just like standard shots. Available for:
Ethereal |
Psychic Storm
Allows the conjuring of a Psychic Storm. The Storm Level is this 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 except for purely mechanical enemies. Hit chance is based on the target's will which is decreased by 3% for each tile away. Interrupted by explosively damaging, disorientating, panicking, or killing this unit. Requires 2 AP. Psychic Storm triggers some enemy reaction fire. |
Strangle
The seeker forms a protective cacoon around a nearby biosoldier while severely damaging them at the same time. Does not trigger reaction or suppression fire, grants 35% DR, and provides immunity to critical hits. Strangulation will deal 25% of the seeker's max HP in damage the ignores any damage reduction. When strangulation is released, units will have only 0-1 AP remaining and the Catching Breath debuff. Available for:
Seeker |
Tactical Mobility
This unit gains 15 defense when in cover or flying if it is not disoriented and has not been damaged this turn. |
Gene Mods
(See also: Gene Mods)
Adaptive Bone Marrow
This soldier recovers from fatigue and injuries 15% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens). |
Adrenal Neurosympathy
Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.2 mob, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns. Available for:
XCOM: All Soldiers |
Adrenaline Surge
Grants +6 mobility and +40 defense when below 50% HP. Available for:
XCOM: All Soldiers |
Predictive Tracking
Reaction shots gain +10 aim. Saturation Fire has a -25% weapon damage malus (instead of -50%). Available for:
XCOM: All Soldiers |
Advanced Perception
Grants +15 crit. 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 |
Iron Skin
Grants +15 Base DR and +30 crit resistance. Available for:
XCOM: All Soldiers |
Muscle Fiber Density
Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. |
Neural Damping
Grants immunity to panic. Suppressed host neural resistance increases the HP medikits can heal by 4 when used on this soldier. |
Dual Heart
Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 2 turns. Increases throw range by 20%. Available for:
XCOM: All Soldiers |
Smart Macrophages
Grants complete immunity to corrosion and shredding. Available for:
XCOM: All Soldiers |
Officer Training
(See also: Officers)
Battlefield Aptitude
Squad receives +10 defense when protected by cover and +10 will. Available for:
XCOM: All Officers |
Combined Arms
All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base mobility and +1 Command. |
Camaraderie
Increases the chance Commanding Officer makes end-in-idle actions of squadmates in vision cost 0 AP by 50%. Officers gain +5 base HP and +1 Command. Available for:
XCOM: All Officers |
Cover Tactics
Squadmates gain +3 defense per enemy the squad can see when protected by cover. Officers gain +15 base defense. Available for:
XCOM: All Officers |
Inspired Tenacity
Squad receives +20% DR when protected by cover. Available for:
XCOM: All Officers |
International Warriors
Squad receives +4 aim per continent bonus XCOM has earned. Available for:
XCOM: All Officers |
Show 'Em the Ropes
All soldiers ranked SGT or lower gain triple mission experience. Officers gain +3 base HP and +1 Command. Available for:
XCOM: All Officers |
Stay Frosty
Squad fatigue reduced by 10%. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +1.3 mobility. Available for:
XCOM: All Officers |
Strength in Diversity
Squad receives +1 will per different nationality in the squad. Gain Commanding Officer [1 command charge, +10% squad xp/rank, -20% personal fatigue]. Available for:
XCOM: All Officers |
Tricks of the Trade
All soldiers in the squad gain +10% mission experience. Officers gain +10 aim and +1 Command. Available for:
XCOM: All Officers |
Psionic Abilities
(See also: Psionics)
Inner Fire
Grants +10 aim, +2.0 mobility, +20% throw range, and +20% DR. Regenerates 2 base (non-armor) HP each turn. Fire an additional reaction shot on Overwatch. Psionic potential unlocks a deep connection to one's body. |
Insentient Crush
Purely mechanical enemies that can see this unit at the beginning of their turn take 30% of their max HP in psionic damage. |
Mind Fray
Causes the target to lose grip on reality causing 5% of will in damage, -25 aim, -25 will, -25% mobility/ability range, and +25% scatter. Damage is reduced by 30% if the target is already affected by mind fray. Hit chance is calculated using 80% of will. Purely mechanical units are immune. Lasts through 2 enemy turns. 2 turn cooldown. |
Mind Merge
Grants the target +1 pen, +25 aim/crit/will, +2.0 mobility, +50% graze chance, and -50% scatter until the beginning of their next turn. Additionally, Sectoids gain 5% of caster will in extra HP and Mechtoids gain a 20 HP shield. 5 turn cooldown. |
Countercharge
Causes biological enemies within line of sight that perform an end-in-idle action to take 2 + will/20 psionic damage (2% chance for double damage). The chance to trigger is Will/4 percent and requires the caster to be idle with full base HP. |
Psi Inspire
Inspires allied soldiers within a 6 radius area near the caster until their next turn. Inspired allies have mind fray, disorient, shaken, panic, fear, and red fog removed. They reduce psionic damage by 50% and gain 20 defense and will. 4 turn cooldown. |
Psi Mastery
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Psychic Storm deals half damage when interrupted. |
Psi Panic
Causes the target to panic if the target's will is overcome. Hit chance is calculated using 50% of will. Purely mechanical units are immune. 4 turn cooldown. |
Psychokinetic Strike
Project a bolt of pure psi force up to 10 tiles that destroys all destructible cover in a 2 tile radius area but does not harm units. 3 turn cooldown. |
Rift
Devastate an area with a storm of psi energy dealing 4 + (caster_will - target_will)/20 damage immediately and then again after a turn. 2 turn cooldown. Affects mechanical units that are normally immune to psionic abilities. |
Telekinetic Field
Create an 8.5 radius telekinetic field that grants 50 defense to all allies within the field and dampens the effects of all explosives to only 50% of their original damage. Deals will/10 psionic damage to mechanical enemies that enter the field. Lasts through 1 enemy turn. 4 turn cooldown. Psi Training Target Will: 45. |