스킬 목록 (롱 워 리밸런스)
일반 스킬
+20% DR 제공.
치명타 데미지가 +1 증가하며, 치명타율이 +20% 증가합니다.
Available for: Assault, Infantry, Jaeger, Marauder
Template:자동 위협 측정 (롱 워 리밸런스) Available for: Jaeger
Template:육체 방어 (롱 워 리밸런스) Available for: All MEC Troopers
Template:싸움꾼 (롱 워 리밸런스) Available for: Assault, Marauder
Template:호승심 (롱 워 리밸런스) Available for: Assault, Gunner, Jaeger, Sniper
Template:죽음의 시선 (롱 워 리밸런스) Available for: Engineer, Infantry, Medic, Scout, Sniper, SHIV
Template:근접 전투 전문가 (롱 워 리밸런스) Available for: Assault, Marauder, Medic, SHIV
Template:조우전 (롱 워 리밸런스) Available for: Assault, Medic
Template:부수적 피해 (롱 워 리밸런스) Available for: Shogun
Template:전투 약물 (롱 워 리밸런스) Available for: Medic
Template:은신 (롱 워 리밸런스) Available for: Scout
Template:취약점 조준 (롱 워 리밸런스) Available for: Engineer, Goliath, Gunner, Infantry, Jaeger, Shogun
Template:데미지 컨트롤 (롱 워 리밸런스) Available for: SHIV
Template:위험 구역 (롱 워 리밸런스) Available for: Goliath, Rocketeer, SHIV
Template:짙은 연막 (롱 워 리밸런스) Available for: Engineer
Template:먼 곳에서의 죽음 (롱 워 리밸런스) Available for: Sniper
Template:무력화 사격 (롱 워 리밸런스) Available for: Scout, Sniper
Template:무력화 사격(액티브) (롱 워 리밸런스) Available for: Scout, Sniper
Template:이연사 (롱 워 리밸런스) Available for: Engineer, Gunner, Rocketeer, Sniper
Template:처형인 (롱 워 리밸런스) Available for: Jaeger, Marauder, Sniper
Template:특수 적응 훈련 (롱 워 리밸런스) Available for: All MEC Troopers, All Soldiers
Template:전투 의무병 (롱 워 리밸런스) Available for: Medic
Template:로켓 발사 (롱 워 리밸런스) Available for: Rocketeer
Template:구급상자 (롱 워 리밸런스) Available for: Rocketeer, Scout, Shogun
Template:엄폐 해제 사격 (롱 워 리밸런스) Available for: All Soldiers, SHIV
Template:충격 회복력 (롱 워 리밸런스) Available for: Goliath, Marauder
Template:파이어 인 더 홀 (롱 워 리밸런스) Available for: Engineer, Goliath, Rocketeer, Shogun
Template:척탄병 (롱 워 리밸런스) Available for: Engineer, Goliath, Infantry, Shogun
Template:열정과 끈기 (롱 워 리밸런스) Available for: Assault, Goliath, Gunner, Medic
Template:대전차 탄두 (롱 워 리밸런스) Available for: Engineer, Rocketeer, Shogun
Template:히트 앤 런 (롱 워 리밸런스) Available for: Scout, Shogun
Template:홀로그램 조준 (롱 워 리밸런스) Available for: Engineer, Gunner, Jaeger, Rocketeer, Scout, SHIV, Sniper
Template:제트부츠 모듈 (롱 워 리밸런스) Available for: Jaeger, Marauder, Shogun
Template:킬러의 본능 (롱 워 리밸런스) Available for: Assault, Jaeger, Marauder, Shogun
Template:점화 완료 (롱 워 리밸런스) Available for: Infantry, SHIV
Template:락 앤 로드 (롱 워 리밸런스) Available for: Engineer, Goliath, Gunner, Infantry, Jaeger, Marauder
Template:고독한 늑대 (롱 워 리밸런스) Available for: Jaeger, Sniper
Template:저자세 (롱 워 리밸런스) Available for: Scout
Template:아수라장 (롱 워 리밸런스) Available for: Goliath, Gunner, Infantry, Rocketeer, SHIV, Sniper
Template:무력화 (롱 워 리밸런스) Available for: 모두
Template:숙련공 (롱 워 리밸런스) Available for: Engineer
Template:정비공 (롱 워 리밸런스) Available for: Engineer
Template:원 포 올 (롱 워 리밸런스) Available for: All MEC Troopers
Template:기회주의자 (롱 워 리밸런스) Available for: Assault, Infantry, Marauder, Goliath, Gunner,
Template:팩마스터 (롱 워 리밸런스) Available for: Infantry, Medic, Rocketeer, Scout
Template:대전차 탄 (롱 워 리밸런스) Available for: Goliath, Gunner, Shogun
Template:플랫폼 안정성 (롱 워 리밸런스) Available for: Gunner, Rocketeer, Scout, Sniper
Template:정밀 사격 (롱 워 리밸런스) Available for: Scout, Sniper
Template:레인저 (롱 워 리밸런스) Available for: Assault, Infantry, Medic, Rocketeer, Scout, Sniper
Template:속사 (롱 워 리밸런스) Available for: Assault
Template:신속대응 (롱 워 리밸런스) Available for: Marauder
Template:만반의 준비 (롱 워 리밸런스) Available for: Gunner, Marauder, Medic
Template:반응성 목표 센서 (롱 워 리밸런스) Available for: Goliath, Marauder, SHIV
Template:정찰 (롱 워 리밸런스) Available for: Scout
Template:수리 (롱 워 리밸런스) Available for: Engineer
Template:서보 수리 (롱 워 리밸런스) Available for: Goliath, SHIV
Template:런 앤 건 (롱 워 리밸런스) Available for: Assault
Template:공병 (롱 워 리밸런스) Available for: Engineer, Shogun
Template:구세주 (롱 워 리밸런스) Available for: Medic
Template:감시병 (롱 워 리밸런스) Available for: Gunner, Infantry, Medic
Template:쉐도우 스탭 (롱 워 리밸런스) Available for: Assault, Medic, Shogun, Scout
Template:명사수 (롱 워 리밸런스) Available for: Infantry, Jaeger, Medic, Sniper
Template:충격 흡수 장갑 (롱 워 리밸런스) Available for: Marauder
Template:충격과 공포 (롱 워 리밸런스) Available for: Rocketeer
Template:파쇄탄 (롱 워 리밸런스) Available for: Gunner
Template:속임수 (롱 워 리밸런스) Available for: Engineer, Medic, Rocketeer, Scout
Template:스냅샷 (롱 워 리밸런스) Available for: Assault, Infantry, Scout
Template:스프린터 (롱 워 리밸런스) Available for: Assault, Scout, SHIV
Template:분대 시야 (롱 워 리밸런스) Available for: Jaeger, Sniper
Template:부동심 (롱 워 리밸런스) Available for: All MEC Troopers, All Soldiers
Template:제압 (롱 워 리밸런스) Available for: Gunner, Infantry, SHIV
Template:이중 탄두 (롱 워 리밸런스) Available for: Engineer, Goliath, Rocketeer
Template:완강한 저항 (롱 워 리밸런스) Available for: Assault, Gunner, Infantry
Template:약점 조준 (롱 워 리밸런스) Available for: Infantry, Jaeger, Scout, Shogun
Template:생존 의지 (롱 워 리밸런스) Available for: Assault, Gunner, Infantry, Medic
Alien Only Perks
Throw or launch grenades and devices 30% further.
Available for: Muton Leaders, Thin Man Leaders
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
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 +90 crit resistance and reduces corrosion duration to 1 turn. Prevents mind control and healing in humans.
Available for: Ethereal, Sectoid Commander
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
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
Grants control of a target. Hit chance is calculated using 150% of will. Does not work on purely mechanical units. Interrupted by explosively damaging, disorientating, panicking, maiming, or killing this unit. Interruption will leave the target mind controlled for one more turn, after which they will recover with disorientation. 3 turn cooldown.
Available for: Sectoid Commander
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
This unit gains 20 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)
This soldier recovers from fatigue and injuries 15% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).
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.
Grants +6 mobility and +40 defense when below 50% HP.
Height advantage grants an additional +20 crit.
If this unit misses a shot, it's next shot gains +20 aim (even if multiple turns apart).
Grants +15 Base DR and +30 crit resistance.
Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.
Grants immunity to panic. Suppressed host neural resistance increases the HP medikits can heal by 4 when used on this soldier.
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%.
Grants complete immunity to corrosion and shredding.
Officer Training
(See also: Officers)
Squad receives +10 defense when protected by cover and +10 will.
All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base mobility and +1 Command.
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.
Squadmates gain +3 defense per enemy the squad can see when protected by cover. Officers gain +15 base defense.
Squad receives +20% DR when protected by cover.
Squad receives +4 aim per continent bonus XCOM has earned.
All soldiers ranked SGT or lower gain triple mission experience. Officers gain +3 base HP and +1 Command.
Squad fatigue reduced by 15%. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +1.3 mobility.
Squad receives +1 will per different nationality in the squad. Gain Commanding Officer [1 command charge, +10% squad xp/rank, -20% personal fatigue].
All soldiers in the squad gain +10% mission experience. Officers gain +10 aim and +1 Command.
Psionic Abilities
(See also: Psionics)
Grants +10 aim, +2.0 mobility, +10% 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.
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.
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.
Psi attackers that attack a friendly unit in vision are dealt 4 damage. Does not effect the psionic attack itself.
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.
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Psychic Storm deals half damage when interrupted.
Project a bolt of pure psi force at an enemy that deals will/30 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. If there are no targets to jump to it will hit the initial target again for 150% damage. Unlike most psionic attacks, the initial hit has chance to hit based on the caster's aim and the primary target's defense, just like standard shots.
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.
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.
Devastate an area with a storm of psi energy dealing will/20 damage immediately and then again after a turn. 2 turn cooldown. Affects mechanical units that are normally immune to psionic abilities.
Create an 8.5 radius telekinetic field that grants 10 defense to all allies within the field and dampens all damage to deal only 70% of their original damage. Deals will/20 psionic damage to mechanical enemies that enter the field. Lasts through 1 enemy turn. 4 turn cooldown. Psi Training Target Will: 45.