Abilities List (LWR)

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Contents


Normal Perks

Absorption Fields
Absorption Fields
Advanced shielding grants +30% DR. Shots from beam weapons (laser/pulse/drone/cyberdisc) lose half of their penetration when targeting this unit.

Available for:
XCOM: Goliath, Shogun, SHIV via equipment
Aliens: Drone Leaders, Mechtoid, Sectopod
Equipment: Shielding Pod
Acid Tech
Acid Tech
All shots have a 50% chance to apply corrosion. Acid grenades/spit damage armor on impact equal to 35% of armor HP (max 10, bypasses DR) and on biologic units will clear steady, overwatch, and suppression.

Available for:
XCOM: Engineer, Rocketeer
Aliens: Thinman Leaders
Aggression
Aggression
Grants the primary weapon additional crit damage equal to the number of enemies in sight or squadsight.

Awareness
Awareness
Provides +20 defense.

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: LMEC Suits
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:
XCOM: Assault, Marauder
Aliens: Berserker
Bring 'Em On
Bring 'Em On
Standard shots gain damage equal to half the number of enemies in sight and aim equal to twice the number of enemies in sight. Gain a chance equal to 4x the number of enemies in sight for incoming shots to graze, dealing half their original damage.

Bull Rush
Bullseye
Grants +1/1/2/2/3 (based on active weapon tier) pen, +25 aim, and +25 crit if shooting at 2AP. Grants +1/1/2/2/3 (based on active weapon tier) pen, +25 aim, and +25 crit to shots against targets that are suppressing or on overwatch.

Available for:
XCOM: Scout, Shogun, Jaeger
Burst
Burst
Fire a +30 aim shot with -50% weapon damage and -50 crit. Requires 2 ammo.

Available for:
XCOM: All Soldiers via equipment, SHIV via equipment
Equipment: Drum Mags, Smartshell Pod, SAWs, LMGs
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:
XCOM: Assault, Marauder
Aliens: Outsider
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:
XCOM: Assault
Aliens: Heavy Floater Leaders, Seeker Leaders
Collateral Damage
Collateral Damage
Use a full ammo clip to destroy some cover and deal 20% weapon damage per ammo in a 5 tile radius. Costs 1 AP. 4 turn cooldown.

Available for:
XCOM: 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:
XCOM: Medic
Concealment
Concealment
Grants an additional battle scanner. 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'd, being flanked, and performing any action will break this concealment. Firing from concealment grants +3 crit damage and +30 crit.

Available for:
XCOM: 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.

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: Mechtoid, Sectopod
Equipment: HMEC Suits
Dampening Shield
Dampening Shield
Grants proximity-based DR from shots against this unit over 10 tiles away (+5% DR per tile further than 10).

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

Available for:
XCOM: 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) and prevent critical hits.

Available for:
XCOM: Engineer
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 (except SHIVs). Cannot be used after activating Double Tap or In The Zone. 4 turn cooldown. Grants +1 ammo to non-arc primary weapons.

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, Goliath
Executioner
Executioner
Grants +1 damage and +10 aim against targets at or below half HP. Triple the effects if using a sidearm.

Available for:
XCOM: Sniper
Aliens: Sectoid Leaders, Thinman Leaders
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:
XCOM: All MEC Troopers, All Soldiers
Fast and Furious
Fast and Furious
After moving, if this unit still has AP remaining, the next non-movement idle-ending action costs 0 AP.

Available for:
XCOM: Covert Operative
Field Medic
Field Medic
Grants 2 free medikits. Medikits heal 2 more HP. Medikits can stabilize soldiers for 0 AP. Stabilization no longer consumes a medikit.

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
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
Fortified
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 15%.

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

Available for:
XCOM: Goliath, Rocketeer, Assault, Shogun, Engineer
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:
XCOM: Engineer, Goliath, Infantry, Assault, Rocketeer, Shogun
Regen Biofield
Grit
Grants +3 armor HP, +10 crit resistance, and %DR equal to half of the % total HP lost.

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
Hardened
Hardened
This unit cannot be exposed and gains +30% DR (+50% DR vs shotguns).



Available for:
XCOM: MECS, SHIV
Aliens: Drone, Seeker, Chryssalid, Cyberdisc, Berserker, Mechtoid, Sectopod
HEAT Warheads
HEAT Warheads
Explosives contain explosively formed penetrators to deal with hard targets. They gain +4 penetration and, if they shred, apply 50% more shred.

Available for:
XCOM: Rocketeer, Assault, Engineer
Aliens: Cyberdisc
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 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:
XCOM: Scout, Medic, 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:
XCOM: Engineer, Medic, Gunner, Rocketeer, SHIV via equipment
Aliens: Drone, Outsider Leaders
Equipment: Holo Charger
Hunter
Hunter
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. Shots from cloak deal +30% weapon damage and +30% crit. Grants Combined Arms.



Available for:
XCOM: Jaeger
Impact
Grants +1 penetration to all shots. Hitting a target with a non-reaction shot clears their overwatch and disables their Reactive Targeting Sensors.

In The Zone
In The Zone
Shooting with a steadied weapon allows this unit to fire up to 3 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: 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:
XCOM: Jaeger, Marauder, Shogun
Killer Instinct
Killer Instinct
Critical hits deal 180% damage (instead of 150%).

Available for:
XCOM: Assault, Jaeger, All Soldiers via equipment
Equipment: Illuminator Gunsight
Kitted
Kitted
Grants a medikit, a smoke grenade, and +1 ammo to non-arc primary weapons.

Available for:
XCOM: Sniper, Gunner, Infantry
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.

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 4 tiles of an allied unit.

Available for:
XCOM: Jaeger, Marauder, Sniper
Low Profile
Low Profile
Partial cover grants the defense and DR bonus of full cover.

Maim
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
Master Mechanic
Master Mechanic
Increases the healing of repair by +4 HP.

Available for:
XCOM: Engineer
Aliens: Drone
Mayhem
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately.

Available for:
XCOM: Gunner
Aliens: Muton, Muton Elite
Mechanic
Mechanic
Removes corrosion from all adjacent allies after each action. 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
One for All
Upon activation: all incoming non-psi attacks graze (decreases by 20% 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 MECS
Onslaught
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
Opportunist
Reaction shots can critically hit and gain +20 aim and +20 crit.

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, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists.

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 is on the ground and has not moved, they gain: +15 aim, -80% rocket scatter, and +2 damage to suppressive fire. Prevents damage from breaking a steadied weapon. Allows steadying of SAWs and LMGs.

Available for:
XCOM: Some Soldiers via equipment
Equipment: Alloy Bipod
Pistolero
Pistolero
Reaction shots from pistols gain +100% weapon damage and the ability to crit. If idle at the end of turn, this unit will switch to their pistol if it has ammo. If this unit is wielding a pistol, grants a reaction shot at any enemy within 4 tiles that acts. [Pistolero reaction shots bypass half of cover DR/def and require hit chance >30]

Available for:
XCOM:Assault, Medic
Precision Shot
Precision Shot
Fire a shot that has no squadsight penalties, +3 damage, +30 aim, and +30 crit. The shot will never graze. 3 turn cooldown. Only for Strike/Sniper Rifles.

Available for:
XCOM: Scout, Sniper
Ram
Ram
If this unit moves at least 4 tiles in a mostly straight line towards the tile directly in front of an enemy, this unit will hit that enemy for x damage, where x is half of the distance moved + 1 for every 10 max HP this unit has.

Available for:
XCOM: SHIVs
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. For Rockets: Reduces the cooldown by 1.

Rapid Fire
Rapid Fire
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -35 aim penalty. Grants +0.6 mobility.

Available for:
XCOM: Assault, Jaeger, 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:
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. Doubles Shred applications from shots.

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).

Repulsor
Repulsor
Surface coatings create an electromagnetic field to protect this unit. Grants 20 crit resistance. 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. Until this unit's next turn they do not trigger reaction fire and their shots gain +35 crit. When active, the AP discount from Close Encounters is disabled. 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 +3 penetration and double environmental damage.

Available for:
XCOM: Engineer, Shogun
Savior
Savior
Grants Revive [Bring a stabilized soldier back into action at 33% of their max HP for the cost of 1 medikit and 0 AP]. Medikits heal 3 more HP. Grants +1 small equipment slots.

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

Sentry
Sentry
Reaction shots deal +100% weapon damage and always stagger. Grants +50% DR when on overwatch. Grants +2 ammo.

Available for:
XCOM: Goliath, Marauder
Aliens: Floater Leaders, Mechtoid, Heavy Floater
Shadowstep
Shadowstep
This unit does not trigger reaction shots or Pursuit when walking (not dashing). After repositioning, grants +4 crit dmg until next turn. Grants +0.6 mobility.

Available for:
XCOM: Medic, Scout, Jaeger
Aliens: Thinman Leaders
Equipment: Chameleon Vest
Sharpshooter
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets.

Available for:
XCOM: Medic, Sniper, Jaeger
Shock and Awe
Shock and Awe
Grants +25% weapon damage and -25% scatter to rockets. Equipped Javelin rockets gain an additional use. Grants +1 small equipment slots (does not work with Leather Jacket).

Available for:
XCOM: Rocketeer, Shogun
Shredder
Shredder
Primary weapon attacks during this unit's turn apply Shred equal to the damage dealt as a percent of the target's max HP (which increases subsequent damage the target receives by the amount of Shred) 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)
Slayer
Slayer
All weapons and equipment deal bonus % weapon damage equal to the target's current HP.

Available for:
XCOM: Rocketeer, Shogun
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:
XCOM: 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:
XCOM: Infantry, Scout, Shogun
Sprinter
Sprinter
Grants +1.3 mobility and +10 def. 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). 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.

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

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. 2 turn cooldown.

Available for:
XCOM: Gunner
Aliens: Muton, Muton Elite
Tactical Mobility
Tactical Mobility
This unit gains 20 defense when in cover or flying if it is not disoriented and 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%).

Available for:
XCOM: Engineer, Goliath, Rocketeer
Tenacious Defense
Tenacious Defense
Grants +3 armor HP. Grants +30% crit resistance when protected by cover.

Available for:
XCOM: Assault, Gunner, Infantry
Aliens: Muton, Muton Elite
Tinker
Tinker
Concussion and psi grenades add 20 shred to their targets.

Available for:
XCOM: Scout, Rocketeer
Tracker
Tracker
This unit passively detects units and uncloaks aliens within 6 tiles through walls/obstacles. Provides immunity to strangulation.



Available for:
XCOM: All Soldiers via equipment, All SHIV via equipment
Equipment: Proximity Sensor, Motion Tracker
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:
XCOM: Infantry, Jaeger, Scout, Shogun, Sniper, Medic
Aliens: Outsider
Will To Survive
Will To Survive
Increases DR of all cover to 65% but grants 10 less defense. Grants +3 armor HP and Steadfast.

Available for:
XCOM: Assault, Gunner, Infantry, Medic
Aliens: Muton, Muton Elite

Alien Only Perks

Acidic
Acidic
Immune to corrosion. Attacks bypass all DR, may apply corrosion, and fatal attacks kill with no chance of a critical wound. Corrodes enemy units that are within 1.5 tiles of this unit after each move. Reveals enemy units that are within 4 tiles of this unit after each move.



Available for:
Aliens: 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 +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:
Aliens: Muton
Bloodlust
Bloodlust
If any unit in vision dies when it's not this unit's turn, this unit gains +2 damage and +1.3 mobility. However, they will also take 10% of their current HP in damage. Reveals enemy units that are within 4 tiles of this unit after each move.



Available for:
Aliens: Berserker
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 10% of this unit's max base HP.

Available for:
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 +5 penetration and free Overwatch. 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. 1 turn delay while charging. Reaction shots are disabled while charging.



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.

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
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
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
Purely mechanical enemies that can see this unit at the beginning of their turn take 30% of their max HP in psionic damage.

Available for:
Ethereal
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. 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.

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 2 + Alien_Level/4 damage. Can be interrupted by any damage. Requires 2 AP. Does not trigger reaction fire.

Available for:
Drone
Body Shield
Plasma Shield
Any turn this unit takes more than 30% of its max HP in damage it gains a shield of pure plasma. The shield is separate from the unit, cannot be crit, and can absorb 20/40/60/80/100 (depending upon difficulty) damage and prevents all negative effects until the end of the current turn. Breaking the Plasma Shield deals any additional damage of the attack to this unit. Prevents this unit from ever being pinned from suppression.

Available for:
All Alien Champions
Psychic Tether
Psychic Tether
This unit prevents enemies within 40 tiles from dashing away and reduces their mobility by up to 50% when moving away (tapers down starting at 20 tiles to 0% at 40 tiles). Inactivated if this unit is disorientated or has taken damage this turn.

Available for:
Ethereal
Psi Lance
Psi Lance
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.

Available for:
Ethereal
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 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, maiming, or killing this unit. Requires 2 AP. Psychic Storm triggers some enemy reaction fire.

Psychic Wave
Psychic Wave
Unleashes a wave of destructive psychic energy if an enemy is within 3 tiles after each move while this unit is active. The wave destroys all cover and deals will/20 damage.

Available for:
Aliens: Ethereals
Pursuit
Pursuit
This unit will often chase any non-smoked unit in sight that moves away from it (maximum 1 pursuit move per XCOM move, immune to reaction fire during this move). Will not activate if unit is unprepared.



Available for:
Aliens: Chryssalids
Shadowshot
Shadowshot
Shooting will not trigger reaction fire and any target hit loses 20% of their current armor HP. Strips armor HP like Corrosion, does not deal direct damage.

Available for:
Aliens: Thinman
Skitter
Skitter
This unit will move away from incoming area of effect abilities using a quarter of its mobility (immune to reaction fire during this move) if it can see the user.

Available for:
Aliens: Chryssalid Leaders
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
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
Leap
Stun Immune
This unit cannot be stunned with the Stun Rifle; taking a live specimen is not possible.



Available for:
Aliens: Chryssalid, Zombie
Taunt
Taunt
If idle, the closest enemy in sight will feel an irrational desire to stay in the fight. They will panic if they move and break sight with this unit (unless they move closer) and will refuse to use Grapple. Does not affect SHIVs, units that have moved this turn, units with panic immunity, or units that have been Commanded. Inactivated if this unit is disorientated or has taken damage this turn.

Reconnaissance
Transform
Can toggle between a open and closed state. When closed gain hardened, 20 defense, and immunity to critical hits.

Available for:
Aliens: Cyberdisc
Uber
Uber
Boosts distortion to disperse 100% of the damage with allies within 200 tiles, including those not in vision. Psychic Storm does not cost AP and cannot be resisted. Cannot be maimed.



Available for:
Aliens: Uber Ethereal

Gene Mods

(See also: Gene Mods)

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
Grants +10 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
Aliens: Chryssalid Leader
Dual Heart
Dual Heart
If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 10% and reduces scatter by 30%.

Available for:
XCOM: All Soldiers
Enhanced Metabolism
Enhanced Metabolism
Fire an additional reaction shot on Overwatch. Equipped grenades and medikits receive an additional use. When below 50% HP, gain +4 mobility and +40 defense.

Available for:
XCOM: All Soldiers
Iron Skin
Iron Skin
Grants +15 Base DR and +30 crit resistance.

Available for:
XCOM: All Soldiers
Aliens: Berserker, Muton Elite Leaders
Muscle Amp
Muscle Amp
Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.

Available for:
XCOM: All Soldiers
Aliens: Berserker, Outsider
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.

Available for:
XCOM: All Soldiers
Aliens: Muton Elite Leaders
Predictive Tracking
Predictive Tracking
Reaction shots gain +10 aim. Burst gains an additional +20 aim.

Available for:
XCOM: All Soldiers
Regenesis
Regenesis
This soldier recovers from fatigue and injuries 25% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).

Available for:
XCOM: All Soldiers
Aliens: Ethereal, Outsider
Smart Macrophages
Smart Macrophages
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 each squadmate in vision a percent chance for end-in-idle actions to cost 0 AP equal to double the number of enemies the squad can see.



Available for:
XCOM: All Officers
Command
Command
Grant 1 AP to a 0 AP idle unit in sight and disable their AP discounting perks. Cannot be used on Covert Ops, SHIVs, or units already Commanded. 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
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
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
Squadmates gain +3 defense per enemy the squad can see when protected by cover. Officers gain +15 base defense.

Available for:
XCOM: All Officers
Cover Tenacity
Cover Tenacity
Squadmates gain +4% DR per enemy the squad can see 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 ranked SGT or lower gain triple mission experience. Officers gain +3 base HP and +1 Command.

Available for:
XCOM: All Officers
Stay Frosty
Stay Frosty
Squad fatigue reduced by 15%. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +1.3 mobility.

Available for:
XCOM: All Officers
Strength in Numbers
Strength in Numbers
Squad receives +2 will per squad member. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +15 will.

Available for:
XCOM: All Officers
Tricks of the Trade
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)

Countercharge
Countercharge
Triggers a psionic attack against visible biological enemies that perform a non-movement end-in-idle action. The attack deals will/30 psionic damage (with a 2% chance for double) and disorients the target but will never kill the target (will leave target with at least 1 HP). The chance to trigger is will/3 percent and requires the caster to be idle with full base HP.

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 +90 crit resistance and reduces corrosion duration to 1 turn. Prevents mind control and healing in humans.

Available for:
XCOM: Volunteer
Aliens: Ethereal, Sectoid Commander
Pyrokinesis
Inner Fire
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.

Available for:
XCOM: Psionic Soldiers
Kinetic Blast
Kinetic Blast
Channel energy up to 10 tiles away to create a penetrating tandem kinetic blast with a 3 tile radius. Destroys corpses but does not affect cover. Deals 2 + Will/20 kinetic damage. 2 turn cooldown. Passively infuses explosive grenades to deal 1 + will/40 bonus psionic damage.

Available for:
XCOM: Psionic Soldiers
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.

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

Available for:
XCOM: Psionic Soldiers
Aliens: Sectoid
Psi Inspire
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 gain 10 defense and 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. 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.

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

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

Available for:
XCOM: Psionic Soldiers

Positive Quirks

Armorer:
The use of nanobots to repair armor is similar to past experience this soldier has. Repairs to units that still have armor HP repair 1 more HP.

Baller:
This soldier was a competitive sports player in their past and their experience carries over. Grants +15% throw range.

Boosted Cores:
This soldier personally modifies the explosives they bring into missions. Grants +1 damage to all explosives.

Brawny
This soldier has hit the gym and it shows. Grants +2 base HP.

Ceaseless:
This unit works best under pressure. Grants a 30% chance per enemy in sight for reloading to be a free action.

Combat Technician:
This Engineer is comfortable working in a combat situation. The passive heal from Mechanic heals 45% of damage taken (instead of 30%).

Cool Commander:
This commander doesn't sweat the hardships of command. Reduces fatigue accumulation by 35%.

Crack Shot:
This soldier is a master at connecting their shots. Shots from this soldier never graze.

Critical Analysis
This soldier is an expert at spotting even the smallest weakness in enemies. Grants +15 crit.

Fascination with ALIEN :
This soldier has a passion for studying ALIEN. Their shots deal 50% more weapon damage against ALIEN. All incoming attacks from ALIEN graze, dealing half of their original damage.

NOTE: Replace ALIEN with any of the following: Sectoids, Thin Men, Floaters, Outsiders, Chryssalids, Mutons, Seekers, Cyberdisks, Mecthoids, Berserkers, Sectopods, Ethereals.

Keen Mind:
This soldier is quick to learn and has seen a lot. Grants +30% xp from all sources. If they retire, double their missions are added to the OTS mission pool.

Lucky:
For this soldier, things always seem to work out. Grants a 20% chance for any miss to hit instead.

Luminary:
This commander has a naturally inspiring way. Grants an additional Command Charge during each mission.

Mental Dominion:
This soldier has superior control of their own mind. If an enemy Mind Controls this soldier, this soldier has a 50% chance to immediately break the control without consequence.

Omnipresent Command:
This commander has exceptional control of engagements on the battlefield. Commanding Officer (0 AP end-in-idle actions) triggers also occur on units that are out of sight.

On The Ready:
This soldier has learned to be proactive during engagements. Grants a 20% chance for this soldier to steady their weapon at the end of their turn if they are idle.

Pain is Temporary:
This soldier just wants to get back at it and can ignore pain. Reduces injury times by 70%.

Passionate:
This soldier has a smoldering hatred for the aliens and their invasion. They have a 5% chance to enrage every turn an enemy is in sight.

Pistol Pro:
This soldier knows how to use a pistol, and how to use it well. Grants +2 damage to all pistol shots.

Prepared for the Worst:
This commander is always on the ready if things get too hairy for their men. Tactical retreats occur in a single turn. Once called, this commander gains 5 command charges.

Prevail:
This soldier turns on when the stakes are the highest. Doubles the bonuses granted by the Bring 'Em On perk.

Psionic Breacher:
This psion finds it easy to access and distort the minds of others. Grants +30% hit chance to Mind Fray and Psi Panic.

Psionic Sensitivity:
This psion has an easier time sensing enemy brain activity. Doubles the chance countercharge will trigger.

Psionic Strength:
This psion has unsually strong neural activity. Grants +1 damage to Countercharge, Mind Fray, and Kinetic Blast.

Quick Burn:
This unit has the adrenaline pumping at the beginning of each mission. Grants a bonus of +2.6 mobility at the start of each mission which decreases by 0.6 mobility each turn until the bonus reaches 0 mobility.

Quick Foot
This soldier has learned how to be quick on their feet. Grants +0.6 base mobility.

Rapid Reaction:
This soldier has exceptional reaction and target acquisition skills. Grants an additional reaction shot on overwatch if this soldier has the Sentinel perk.

Receptive Patient:
This soldier responds well to the nanobots in medikits. Medikits used on this unit heal 1 more HP.

Resolute Mind
This soldier has gained incredible control over their mind. Grants +10 base will.

Slugger:
This soldier has gained a natural feel for using the KSM. Melee attacks deal +30% weapon damage.

Something To Fight For:
A newborn child has increased this soldier's dedication to seeing the XCOM project achieve victory. Reduces fatigue accumulation by 35%.

Stalker:
This soldier has special skill in attacking their enemies from out of sight. Shooting while hidden grants an additional +2 damage.

Steady Hands:
When steadying, this soldier can calm his breathing and lock his hands in place, allowing them to accurately target enemy weak points. Grants an additional +50 aim when steadying.

Steel Skin:
This soldier's Iron Skin modification has mutated to an even denser form. Grants +10 additional base DR if this soldier has the Iron Skin gene mod.

Superdense Muscles:
This soldier took extremely well to the meld infusion in their leg muscles. Grants an extra +1.3 mobility if this soldier has the Muscle Fiber Density gene mod.

Suppression Prodigy:
This soldier has a natural talent for applying suppressive fire. Suppressive fire deals +1 damage.

Surgeon:
This soldier has developed a natural skill for dealing with serious wounds. Medikits on units that are missing some base HP heal 1 more HP.

The Mountain:
This soldier has perfected becoming an immobile shield. Increases the DR gained during One For All from 40% to 50%.

Turtler:
This soldier has become more alert and wary in engagements. They will hunker anytime they end a turn with an enemy in view while idle in cover.

Uncanny Foresight:
This soldier's eye modifications give incredible predictive capacity. Grants an additional +10 aim to reaction shots if this soldier has the Predictive Tracking gene mod.

Unload:
This soldier can fire multiple rounds into targets. Shots from this soldier have a 10% chance to cost 0 AP.

Unyielding:
This soldier can take incredible amounts of punishment and still hang on. Everytime this unit is damaged in a turn, it gains an additively stacking 10% chance for incoming attacks to graze.

Negative Quirks

Challenging Patient:
This soldier responds poorly to the nanobots in medikits. Medikits used on this unit heal 1 less HP.

Fear of ALIEN :
This soldier has an irrational fear of ALIEN. When they encounter ALIEN, their will drops to 0 and they lose 1 action point. The will loss lasts until that enemy is incapacitated.

NOTE: Replace ALIEN with any of the following: Sectoids, Thin Men, Floaters, Outsiders, Chryssalids, Mutons, Seekers, Cyberdisks, Mecthoids, Berserkers, Sectopods and Ethereals.

Feeble:
War has taken its tole on this soldier and they don't have the constitution they used. Reduces base HP by 2.

Green Lung:
This soldier experienced a hypersensitivity to the alien fumes causing some permanent lung damage. Increases fatigue times by 30%.

Hesitant:
This soldier takes a while to get the adrenaline pumping and engage fully. Grants a malus of -2.0 mobility at the start of each mission which increases by 0.6 mobility each turn until the bonus reaches 0 mobility.

Immunocompromised:
This soldier has acquired an alien illness that impairs wound healing. Doubles injury times.

Luddite:
This soldier gets confused with some of the newer technology. Repairs to units that are missing some base HP repair 1 less HP.

Maladroit:
This soldier has never been exceptional at throwing. Grants -10% throw range.

Overconfident:
This commander commits hastily and rarely thinks of retreat. Tactical retreats take 1 turn longer.

Simple:
This soldier takes a little longer to grasp new concepts. Grants -15% xp from all sources. If they retire, only half their missions are added to the OTS mission pool.

Squeamish:
This soldier has seen too much blood. Medikits on units that are missing some base HP heals 1 less HP.

Tunnel Vision:
The stress of combat can overwhelm this soldier. Reduces crit chance by 15.

Unlucky:
This soldier sometimes messes up even when it seems impossible to do so. Grants a 5% chance for any hit to miss instead.

War Weariness:
War can wear the shine off of any soldier. Reduces base mobility by 0.6.

Weak-Willed:
This soldier has trouble focusing and resisting psionic attacks. Reduces base will by 10.

Death Perks

Avenger:
This soldier had comrades killed during battle and plans to never let it happen again. Gains +1 crit damage and +10% throw range.

Defiant:
This soldier has vowed to let nothing get in the way ever again. Permanent immunity to Psychic Tether, fatigue, and exhausted.

Ever Vigilant:
This soldier has seen death and is more vigilant because of it. Gains a 20% chance for all shots to graze, dealing half their original damage.

Perseverance:
This soldier will not stop until the alien threat is eliminated. Fatigue and injury times reduced by 50%.

Resolute:
This soldier lost comrades in the war and has gained an unwavering resolve. Gains +50% xp from all missions.

Survivor:
This soldier survived some bloody battles, increasing resilience. Gains %DR equal to half of the % total HP lost.

Unhinged:
This soldier has witnessed extreme violence and has found a love for it. Grants +1 damage for every 2 enemies in vision to all weapons and equipment.

Vindicator:
This soldier lost friends dear to them and wants justice. Grants +10 crit and +2 crit damage.

Unique Perks

Annette --- Driven By Pressure: Gain +20 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: +2 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