Abilities List (LWR)
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
- Dense Smoke
- Disabling Shot
- Double Tap
- Executioner
- Extra Conditioning
- Field Medic
- Fire Rocket
- First Aid
- Flight
- Burst
- Fast and Furious
- Fortified
- Fragmentation
- Grenadier
- Grit
- Hardened
- HEAT Warheads
- Hit and Run
- Holo Rounds
- Hunter
- Impact
- In The Zone
- Jetboot Module
- Killer Instinct
- Kinetic Dampening
- Light Em Up
- Lock N' Load
- Lone Wolf
- Low Profile
- Master Mechanic
- Maim
- Mayhem
- Mechanic
- One For All
- Onslaught
- Opportunist
- Packmaster
- Penetrator
- Pistolero
- Platform Stability
- Precision Shot
- Ranger
- Rapid Fire
- Reactive Targeting Sensors
- Ready For Anything
- Reconnaissance
- Repair
- Repair Servos
- Repulsor Plating
- Robotic
- Run and Gun
- Sapper
- Savior
- Sentinel
- Sentry
- Shadowstep
- Sharpshooter
- Shock and Awe
- Shredder
- Smoke and Mirrors
- Snapshot
- Sprinter
- Squadsight
- Steadfast
- Suppression
- Tactical Mobility
- Tandem Warheads
- Tenacious Defense
- Tracker
- Vital Point Targeting
- Will To Survive
- 2 Alien Only Perks
- Acidic
- Acid Spit
- Blood Call
- Bloodlust
- Bull Rush
- Cannon Fire
- Cluster Bomb
- Death Explosion
- Deflection Shield
- Greater Mind Merge
- Growth
- Hive Mind
- Indomitable
- Insentient Crush
- Intimidate
- Launch
- Leap
- Mind Control
- Orbital Ray
- Overload
- Psi Lance
- Psi Shield
- Psychic Storm
- Psychic Tether
- Shadowshot
- Stealth
- Strangle
- Stun Immune
- Transform
- 3 Gene Mods
- 4 Officer Training
- 5 Psionic Abilities
- 5 Positive Quirks
- 5 Negative Quirks
- 5 Death Perks
- 5 Unique Perks
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. Available for:
XCOM: Goliath, Shogun, SHIV via equipment Aliens: Drone Leaders, Mechtoid, Sectopod Equipment: Shielding Pod |
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. |
Aggression
Grants the primary weapon additional crit damage equal to the number of enemies in sight or squadsight. |
Awareness
Provides +20 defense. Available for:
XCOM: Jaeger Aliens: Sectoid Leaders, Drone Leaders, Thinman Leaders, Chryssalid Leaders, Outsider Leaders Equipment: Cognitive Enhancer |
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. |
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
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. |
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. |
Burst
Fire a +30 aim shot with -50% weapon damage and -50 crit. Requires 2 ammo. |
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] |
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 20% weapon damage per ammo in a 5 tile radius. Costs 1 AP. 4 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
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
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: Goliath, Gunner, Engineer Aliens: Drone, Floater Leaders, Outsider Leaders, Heavy Floater Leaders, 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. |
Dampening Shield
Grants proximity-based DR from shots against this unit over 10 tiles away (+5% DR per tile further than 10). Available for:
XCOM: Goliath Aliens: Outsider, Chryssalid Leaders, Berserker Leaders, Mechtoid Leaders, Sectopod Leaders |
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 |
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. |
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. |
Executioner
Grants +1 damage and +10 aim against targets at or below half HP. Triple the effects if using a sidearm. |
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. |
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
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
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
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
Grants immunity to critical hits. Injury and fatigue times are reduced by 15%. Available for:
XCOM: Goliath, Marauder, Shogun Aliens: Berserker Leaders, Chryssalid Leaders, Heavy Floater Leaders, Sectopod |
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, +10 crit resistance, and %DR equal to half of the % total HP lost. Available for:
XCOM: Goliath, Gunner, Shogun Aliens: Outsider Leaders, Berserker, Chryssalid Leaders, Muton Elite Leaders, Heavy Floater Leaders, Sectopod Leaders |
Gun Slayer
Primary weapon shots deal bonus % weapon damage equal to the target's current HP. Stacks with Slayer. Available for:
Equipment: Plasma Stellerator |
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HEAT Warheads
Explosives contain explosively formed penetrators to deal with hard targets. They gain +4 penetration and, if they shred, apply 50% more 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 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, Medic, Gunner, Rocketeer, SHIV via equipment Aliens: Drone, Outsider Leaders Equipment: Holo Charger |
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 |
Grants +1 penetration to all shots. Hitting a target with a non-reaction shot clears their overwatch and disables their Reactive Targeting Sensors.
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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
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 180% damage (instead of 150%). |
Kitted
Grants a medikit, a smoke grenade, and +1 ammo to non-arc primary weapons. |
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, Rocketeer, Goliath, SHIV via equipment Aliens: Cyberdisc Leaders, Drone Leaders, Mechtoid, Muton Leaders, Muton Elite Leaders, Sectoid Commander Leaders Equipment: Weapon Supercooler |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. Available for:
XCOM: Engineer, Gunner, Infantry, Assault, Marauder Aliens: Outsider Leaders, Muton Leaders, 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. |
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
Increases the healing of repair by +4 HP. |
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately. |
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
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
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 can critically hit and gain +20 aim and +20 crit. Available for:
XCOM: Infantry, Marauder, Gunner, Sniper, Medic, Jaeger Aliens: Cyberdisc Leaders, Muton Leaders, Muton Elite Leaders, Outsider Leaders, Sectoid Leaders, Sectoid Commander Leaders, Sectopod Leaders, Seeker Leaders, Thinman Leaders |
Overload
Standard shots have a chance to disorient mechanical units equal to the percent of total HP lost.
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Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists. |
Penetrator
The primary weapon gains +2 penetration. |
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. |
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] |
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. |
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
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
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. |
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
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. Available for:
XCOM: Gunner, Medic, SHIV via equipment Aliens: Cyberdisc Leaders, Floater Leaders, Heavy Floater Leaders, Muton Leaders, Muton Elite Leaders, Sectoid Leaders, Sectoid Commander Leaders, Seeker Leaders, Thinman Leaders Equipment: Adaptive Tracking Pod |
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, Marauder, SHIV, All Soldiers via equipment Aliens: Cyberdisc Leaders, Floater Leaders, Mechtoid Leaders, Sectopod Leaders Equipment: Regenerative Plating |
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). Available for:
XCOM: Marauder, Jaeger, Shogun Aliens: Thinman Leaders, Floater Leaders, Muton Leaders, Muton Elite Leaders, |
Robotic
Robotic/mechanized units are immune to psionic, and fire attacks. They are also immune to stun, panic, and strangle.
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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
Explosives deal +3 penetration and double environmental damage. |
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
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist. Available for:
XCOM: Gunner, Infantry, Medic Aliens: Cyberdisc Leaders, Muton Leaders, Muton Elite Leaders, Outsider Leaders, Sectoid Leaders, Sectoid Commander Leaders, Seeker Leaders, Thinman Leaders |
Sentry
Reaction shots deal +100% weapon damage and always stagger. Grants +50% DR when on overwatch. Grants +2 ammo. |
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. |
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets. |
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). |
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
All weapons and equipment deal bonus % weapon damage equal to the target's current HP. |
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. |
Sprinter
Grants +1.3 mobility and +10 def. 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: Sniper, Scout via equipment Aliens: Drone Leaders, Muton Elite Leaders, Outsider Leaders, Thinman Leaders, Sectopod Leaders Equipment: Marksmen Scope |
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. |
Tactical Mobility
This unit gains 20 defense when in cover or flying if it is not disoriented and has not been damaged this turn. Available for:
XCOM: All Soldiers via equipment Aleins: Floater, Heavy Floater, Muton Leaders, Muton Elite Leaders, Sectoid Leaders, Sectoid Commander Leaders, Thinman, Seeker Leaders Equipment: Archangel Armor, Banshee Armor, Seraph Armor |
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%). |
Tenacious Defense
Grants +3 armor HP. Grants +30% crit resistance when protected by cover. |
Tinker
Concussion and psi grenades add 20 shred to their targets. |
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
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens. |
Will To Survive
Increases DR of all cover to 65% but grants 10 less defense. Grants +3 armor HP and Steadfast. |
Alien Only Perks
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
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
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 |
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 |
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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
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 |
Death Explosion
Robotic unit detonates causing damage to surrounding units and cover. Cyberdisk/Sectopod: Triggered upon death only. Drone: Triggered as self-destruct |
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. |
Explosive Shots
Shots from this unit are explosive and will deal half weapon damage to units within 1.5 tiles.
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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 |
Hive Mind
Spotters for this unit can spot targets for the purpose of squadsight regardless of their AP. |
Indomitable
If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Available for:
Aliens: Outsider Leaders, Berserker, Thin Man Leaders, Muton Elite, Heavy Floater Leaders |
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 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
Allows vertical leaps onto elevated surfaces during movement. |
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
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 |
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
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
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
This unit generates a psionic force shield when targeted by an ally's Mind Merge ability. Available for:
Aliens: Mechtoid |
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
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
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
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
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 |
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
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 |
Stun Immune
This unit cannot be stunned with the Stun Rifle; taking a live specimen is not possible.
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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. |
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
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
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
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. |
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
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
Grants +15 Base DR and +30 crit resistance. |
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. |
Neural Damping
Grants immunity to panic. Suppressed host neural resistance increases the HP medikits can heal by 4 when used on this soldier. |
Predictive Tracking
Reaction shots gain +10 aim. Burst gains an additional +20 aim. Available for:
XCOM: All Soldiers |
Regenesis
This soldier recovers from fatigue and injuries 25% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens). |
Smart Macrophages
Grants complete immunity to corrosion and shredding. Available for:
XCOM: All Soldiers |
Officer Training
(See also: Officers)
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
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
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
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
All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base mobility and +1 Command. |
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
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
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
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 15%. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +1.3 mobility. Available for:
XCOM: All Officers |
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
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
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
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. |
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
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
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. |
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
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. |
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. |
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: |
Baller: |
Boosted Cores: |
Brawny |
Ceaseless: |
Combat Technician: |
Cool Commander: |
Crack Shot: |
Critical Analysis |
Fascination with ALIEN : |
Keen Mind: |
Lucky: |
Luminary: |
Mental Dominion: |
Omnipresent Command: |
On The Ready: |
Pain is Temporary: |
Passionate: |
Pistol Pro: |
Prepared for the Worst: |
Prevail: |
Psionic Breacher: |
Psionic Sensitivity: |
Psionic Strength: |
Quick Burn: |
Quick Foot |
Rapid Reaction: |
Receptive Patient: |
Resolute Mind |
Slugger: |
Something To Fight For: |
Stalker: |
Steady Hands: |
Steel Skin: |
Superdense Muscles: |
Suppression Prodigy: |
Surgeon: |
The Mountain: |
Turtler: |
Uncanny Foresight: |
Unload: |
Unyielding: |
Negative Quirks
Challenging Patient: |
Fear of ALIEN : |
Feeble: |
Green Lung: |
Hesitant: |
Immunocompromised: |
Luddite: |
Maladroit: |
Overconfident: |
Simple: |
Squeamish: |
Tunnel Vision: |
Unlucky: |
War Weariness: |
Weak-Willed: |
Death Perks
Avenger: |
Defiant: |
Ever Vigilant: |
Perseverance: |
Resolute: |
Survivor: |
Unhinged: |
Vindicator: |
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 |