능력 일람 (롱 워 리밸런스)

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Normal Perks

Absorption Fields
흡수장
+20% DR 제공.

Available for: Goliath, SHIV


Aggression
호전성
치명타 데미지가 +1 증가하며, 치명타율이 +20% 증가합니다.

Available for: Assault, Infantry, Jaeger, Marauder


Awareness
Awareness
Provides +30 defense.

Available for: Jaeger


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: All MEC Troopers


Brawler
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.

Available for: Assault, Marauder


Bring 'Em On
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.

Available for: Assault, Gunner, Jaeger, Sniper


Bull Rush
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.

Available for: Engineer, Infantry, Medic, Scout, Sniper, SHIV


Close Combat Specialist
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: Assault, Marauder, Medic, SHIV


Close Encounters
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.

Available for: Assault, Medic


Collateral Damage
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: Shogun


Combat Drugs
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: 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: Scout


Critical System Targeting
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: Engineer, Goliath, Gunner, Infantry, Jaeger, Shogun


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: SHIV


Danger Zone
Danger Zone
Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target.

Available for: Goliath, Rocketeer, SHIV


Dense Smoke
Dense Smoke
Smoke grenades grant an additional +30 defense (+60 defense total -- defense affects psi as well) and prevent critical hits.

Available for: Engineer


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

Available for: Sniper


Disabler
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.

Available for: Scout, Sniper


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.

Available for: Scout, Sniper


Double Tap
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.

Available for: Engineer, Gunner, Rocketeer, Sniper


Executioner
Executioner
Grants +15 aim (+50 aim for pistols) against targets at or below half HP.

Available for: Jaeger, Marauder, Sniper


Extra Conditioning
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.

Available for: All MEC Troopers, All Soldiers


Field Medic
Field Medic
Grants 2 free medikits. Medikits heal 2 more HP. Stabilization costs 0 AP and does not consume a medikit.

Available for: 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: Rocketeer


First Aid
First Aid
Grants 2 medikits.

Available for: Rocketeer, Scout, Shogun


Saturation Fire
Saturation Fire
Fire a +25 aim shot with -50% weapon damage. Requires 2 ammo.

Available for: All Soldiers, SHIV


Fortified
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 20%.

Available for: Goliath, Marauder


Fragmentation
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage.

Available for: Engineer, Goliath, Rocketeer, Shogun


Grenadier
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.

Available for: Engineer, Goliath, Infantry, Shogun


Regen Biofield
Grit
Grants +3 armor HP and %DR equal to half of the %HP lost.

Available for: Assault, Goliath, Gunner, Medic


HEAT Warheads
HEAT Warheads
Explosives gain +5 penetration and double the application of any shred.

Available for: Engineer, Rocketeer, Shogun


Hit and Run
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.

Available for: Scout, Shogun


Holo Rounds
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: Engineer, Gunner, Jaeger, Rocketeer, Scout, SHIV, Sniper


Jetboot Module
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).

Available for: Jaeger, Marauder, Shogun


Killer Instinct
Killer Instinct
Critical hits deal 200% damage.

Available for: Assault, Jaeger, Marauder, Shogun


Light 'Em Up
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: Infantry, SHIV


Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.

Available for: Engineer, Goliath, Gunner, Infantry, Jaeger, Marauder


Lone Wolf
Lone Wolf
Grants 10 aim, crit, and defense if not within 4 tiles of an allied unit.

Available for: Jaeger, Sniper


Low Profile
Low Profile
Partial cover grants the defense and DR bonus of full cover.

Available for: Scout


Mayhem
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately. Doubles shred application from suppression.

Available for: Goliath, Gunner, Infantry, Rocketeer, SHIV, Sniper


Master Mechanic
Master Mechanic
Increases the healing of repair by +3 HP. Grants +2 penetration to shots vs mechanical units.

Available for: Engineer


Mechanic
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: Engineer


One for All
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: All MEC Troopers


Opportunist
Opportunist
Reaction shots gain +20 aim and can critically hit.

Available for: Assault, Infantry, Marauder, Goliath, Gunner,


Packmaster
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.

Available for: Infantry, Medic, Rocketeer, Scout


Penetrator
Penetrator
The primary weapon gains +2 penetration.

Available for: Goliath, Gunner, Shogun


Platform Stability
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.

Available for: Gunner, Rocketeer, Scout, Sniper


Precision Shot
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.

Available for: Scout, Sniper


Ranger
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.

Available for: Assault, Infantry, Medic, Rocketeer, Scout, Sniper


Rapid Fire
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: Assault


Rapid Reaction
Rapid Reaction
Allows 2 reaction shots during overwatch. Grants +40% DR when overwatching.

Available for: Marauder


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. Doubles shred application from shots.

Available for: Gunner, Marauder, Medic


Reactive Targeting Sensors
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]

Available for: Goliath, Marauder, SHIV


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: Scout


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

Available for: Engineer


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).

Available for: Goliath, SHIV


Run and Gun
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: Assault


Sapper
Sapper
Explosives deal +1 damage and double environmental damage. Grants +30% throw range.

Available for: Engineer, Shogun


Savior
Savior
Grants +2 armor HP. Medikits heal 3 more HP and can revive stabilized soldiers for 0 AP.

Available for: Medic


Sentinel
Sentinel
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist.

Available for: Gunner, Infantry, Medic


Shadowstep
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.

Available for: Assault, Medic, Shogun, Scout


Sharpshooter
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets.

Available for: Infantry, Jaeger, Medic, Sniper


Shock-Absorbent Armor
Shock-Absorbent Armor
Grants proximity-based DR if the damage is within 10 tiles (+5% DR per tile up to +50% at point blank).

Available for: Marauder


Shock and Awe
Shock and Awe
Rocket launchers and extra equipped rockets gain an additional use. Reduces scatter by 30%.

Available for: Rocketeer


Shredder
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.

Available for: Gunner


Smoke and Mirrors
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.

Available for: Engineer, Medic, Rocketeer, Scout


Snap Shot
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: Assault, Infantry, Scout


Sprinter
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).

Available for: Assault, Scout, SHIV


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). 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: Jaeger, Sniper


Steadfast
Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%.

Available for: All MEC Troopers, All Soldiers


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. 2 turn cooldown.

Available for: Gunner, Infantry, SHIV


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: Engineer, Goliath, Rocketeer


Tenacious Defense
Tenacious Defense
Grants +3 armor HP. Grants +20% crit resistance when protected by cover.

Available for: Assault, Gunner, Infantry


Vital Point Targeting
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: Infantry, Jaeger, Scout, Shogun


Will To Survive
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: Assault, Gunner, Infantry, Medic

Alien Only Perks

Tinker
Tinker
Throw or launch grenades and devices 30% further.

Available for: Muton Leaders, Thin Man Leaders


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.

Available for: Ethereal, Muton, Muton Elite


Distortion
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.

Available for: Ethereal, Sectoid Commander


Greater Mind Merge
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
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


Mind Control
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
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.

Available for: Berserker Leaders, Ethereal


Tactical Mobility
Tactical Mobility
This unit gains 15 defense when in cover or flying if it is not disoriented and has not been damaged this turn.

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 fatigue and injuries 15% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).


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.


Adrenaline Surge
Adrenaline Surge
Grants +6 mobility and +40 defense when below 50% HP.


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


Hyper-Reactive Pupils
Hyper-Reactive Pupils
If this unit misses a shot, it's next shot gains +20 aim (even if multiple turns apart).


Iron Skin
Iron Skin
Grants +15 Base DR and +30 crit resistance.


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.


Neural Damping
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
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%.


Smart Macrophages
Smart Macrophages
Grants complete immunity to corrosion and shredding.


Officer Training

(See also: Officers)

Battlefield Aptitude
Battlefield Aptitude
Squad receives +10 defense when protected by cover and +10 will.


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.


Comradery
Comradery
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.


Cover Tactics
Cover Tactics
Squadmates gain +3 defense per enemy the squad can see when protected by cover. Officers gain +15 base defense.


Fortiores Una
Inspired Tenacity
Squad receives +20% DR when protected by cover.


International Warriors
International Warriors
Squad receives +4 aim per continent bonus XCOM has earned.


Show 'Em the Ropes
Show 'Em the Ropes
All soldiers ranked SGT or lower gain triple mission experience. Officers gain +3 base HP and +1 Command.


Stay Frosty
Stay Frosty
Squad fatigue reduced by 10%. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +1.3 mobility.


Strength in Diversity
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].


Tricks of the Trade
Tricks of the Trade
All soldiers in the squad gain +10% mission experience. Officers gain +10 aim and +1 Command.


Psionic Abilities

(See also: Psionics)


Pyrokinesis
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.


Mind Fray
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
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.


Neural Feedback
Neural Feedback
Psi attackers that attack a friendly unit in vision are dealt 4 damage. Does not effect the psionic attack itself.


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


Psi Mastery
Psi Mastery
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. 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 50% of will. Purely mechanical units are immune. 4 turn cooldown.


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.


Rift
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
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.