Difference between revisions of "Abilities List (LWR)"

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<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Rocketeer (LWR)|Rocketeer]], [[Shogun (LWR)|Shogun]]</div>
 
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Rocketeer (LWR)|Rocketeer]], [[Shogun (LWR)|Shogun]]</div>
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{{Snapshot (LWR) |align=center |text=1}}
 
{{Snapshot (LWR) |align=center |text=1}}
<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Thinman|Thinman]]</div>
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<br/><div style="text-align:center;font-size:0.9em;">Available for:<br/>'''XCOM:''' [[Infantry (LWR)|Infantry]], [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]], [[Rocketeer (LWR)|Rocketeer]]<br/>'''Aliens:''' [[Alien Life Forms (LWR)#Thinman|Thinman]]</div>
 
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Revision as of 02:53, 27 September 2022

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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
Aggression
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight.

Awareness
Awareness
Provides +30 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: MEC-1, LMEC Suits
Tinker
Tinker
Concussion and psi grenades add 25 shred to their targets.

Available for:
XCOM: Scout, Rocketeer
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.

Bring 'Em On
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight.

Bull Rush
Bullseye
Grants +25 aim and crit if shooting at 2AP or against a target on overwatch (double if both).

Available for:
XCOM: Scout, Shogun, Jaeger
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]

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 15% weapon damage per ammo in a 5 tile radius. Costs 1 AP. 3 turn cooldown. Grants Lock N' Load.

Available for:
XCOM: Shogun
Combat Drugs
Combat Drugs
Smoke grenades grant +20 aim and +10 crit. Smoke grenades also passively heal 2 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
If this unit cannot be seen by any enemies and walks (not dashes) to full cover it will become and/or stay concealed. Enemies will not target this unit (but can sense it) when concealed. Leaving cover (that enemies have sight of), beginning a turn in sight of an enemy, being holo-targeted, being flanked, and performing any action will break this concealment. Firing from concealment grants +30% crit.

Available for:
XCOM: Scout
Aliens: Thinman Leaders
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: Outsider Leaders, Mechtoid, Seeker Leaders, Sectopod
Equipment: HMEC Suits
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: Goliath, Rocketeer, Engineer, 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).

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. Cannot be used after activating Double Tap or In The Zone. 3 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 +25 aim/crit if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used.

Available for:
XCOM: Engineer, Gunner, Sniper
Executioner
Executioner
Grants +15 aim (+50 aim for pistols) against targets at or below half HP.

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
Field Medic
Field Medic
Grants 2 free medikits. Medikits heal 1 more HP. Stabilization costs 0 AP and does not consume 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
Kitted
Kitted
Grants a medikit, a smoke grenade, and +1 ammo to non-arc primary weapons.

Available for:
XCOM: Gunner, Infantry
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
Burst
Burst
Fire a +50 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
Fortified
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 30%.

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. Grants 1.3 mobility.

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

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 gain +6 penetration and double the application of any shred.

Available for:
XCOM: Rocketeer, Assault
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 crit damage (based on active weapon tier) and will leave this unit with 1 AP, but prevents the use of non-mobility actions until this unit reaches 0 AP. Grants +0.6 mobility.

Available for:
XCOM: Scout, Shogun
Holo Rounds
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns.

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 damage and penetration to all shots. Hitting a target with a non-reaction shot clears their overwatch and disables their Reactive Targeting Sensors.

In The Zone
In The Zone
Shooting with a steadied weapon allows this unit to fire up to 2 extra shots until out of ammo or targets. Standard shots that are not part of an ITZ chain gain +10 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. 3 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 200% damage.

Available for:
XCOM: Assault, Jaeger, All Soldiers via equipment
Equipment: Illuminator Gunsight
Kinetic Dampening
Kinetic Dampening
Grants proximity-based DR from shots against this unit over 10 tiles away (+5% DR per tile further than 10). Grants 1 penetration resistance.

Available for:
XCOM: Goliath, All Psionic Soldiers via equipment
Aliens: Outsider, Chryssalid Leaders, Berserker Leaders
Equipment: Vortex Armor, Aurora Armor
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, Sniper
Low Profile
Low Profile
Partial cover grants the defense and DR bonus of full cover.

Master Mechanic
Master Mechanic
Increases the healing of repair by +3 HP.

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

Available for:
XCOM: Gunner, Infantry, Engineer, SHIV via equipment, Sniper
Aliens: Heavy Floater Leaders
Equipment: Targeting Motor
Mechanic
Mechanic
Removes corrosion from all adjacent allies after each action. Grants +10 aim against mechanical units. Grants 2 uses of Repair [Heal a mechanical unit for 4 HP]. If idle and adjacent to a mechanical unit: When that unit takes damage heal it for 25% of the damage taken.

Available for:
XCOM: Engineer
One for All
One for All
Upon activation: gain 40% DR, immunity to critical hits, disable reactive fire, remove all base defense, incoming attacks will never graze, 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 gain +10 aim and can critically hit.

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 +1 ammo to non-arc primary weapons. Grants +1 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 has not moved and is on the ground, it gains: +15 aim, -80% rocket scatter, and +2 damage to suppressive fire. Steadied weapons do not become unsteadied when taking damage.

Available for:
XCOM: Some Soldiers via equipment
Equipment: Alloy Bipod
Precision Shot
Precision Shot
Fire a shot that has no squadsight penalties, +30 aim, and +30 crit. The shot will never graze. 2 turn cooldown. Only for Strike/Sniper Rifles.

Available for:
XCOM: Scout, Sniper
Quick Draw
Quick Draw
Point blank pistol shots cost 0 AP.

Available for:
XCOM: Covert Operative
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.

Rapid Fire
Rapid Fire
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -40 aim penalty (-20 for shotguns). Grants +0.6 mobility.

Available for:
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. Grants +2 ammo to non-arc primary weapons.

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 35% of the damage sustained. Each servo can heal 1 HP. At end of turn, use half the servos available (minimum 1, if available).

Shock-Absorbent Armor
Repulsor Plating
Provides +10 defense. 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. Disables the AP discount from Close Encounters. Shots gain +35% weapon damage and +35 crit until this unit's next turn. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle.

Available for:
XCOM: Assault
Sapper
Sapper
Explosives deal +1 damage and double environmental damage. Grants +20% throw range.

Available for:
XCOM: Engineer, Shogun
Savior
Savior
Medikits heal 3 more HP and can revive stabilized soldiers for 0 AP.

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

Sentry
Sentry
Fire an additional 2 reaction shots during overwatch. Grants +50% DR when on overwatch.

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 +2 crit dmg until next turn. Grants +0.6 mobility.

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

Available for:
XCOM: Medic, Sniper, Marauder, SHIV via equipment
Aliens: Thinman Leaders
Equipment: Adaptive Tracking Pod
Shock and Awe
Shock and Awe
Rocket launchers and extra equipped rockets gain an additional use. Reduces scatter by 30%.

Available for:
XCOM: Rocketeer, Shogun
Shredder
Shredder
Primary weapon shots during this unit's turn apply Shred equal to the dealt as a percent of the target's max HP (which increases subsequent damage the target receives by the amount of Shred) to any unit they damage 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)
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, Rocketeer
Aliens: Thinman
Sprinter
Sprinter
Grants +1.3 mobility and 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.

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. Suppressing makes this unit 30% more likely to be critically hit. 2 turn cooldown.

Available for:
XCOM: Gunner, SHIV
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%).

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

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

Will To Survive
Will To Survive
All cover DR increased to 70% but grants 15 less defense. Grants +3 armor HP and Steadfast.

Available for:
XCOM: Assault, Gunner, Infantry, Medic
Aliens: Muton, Muton Elite
Slayer
Slayer
All weapons and equipment deal bonus % weapon damage equal to the target's current HP.

Available for:
XCOM: Assault, Rocketeer, Shogun
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

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: Thinman, 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 20% of their current HP in damage. Reveals enemy units that are within 4 tiles of this unit after each move.



Available for:
Aliens: 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 free Overwatch and ignores DR from hardened. 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.

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
Intimidate
Intimidate
Reacts unpredictably when wounded, provoking panic in enemies.

Available for:
Berserker
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 but prevents this unit from acting. Breaks any other instances of mind control. Hit chance is calculated using 150% of will. Does not work on purely mechanical units. Mind controlled targets lose 1 + 20% of their max HP at the end of their turn, and may lose some of their active buffs. Interrupted by explosively damaging, disorientating, panicking, or killing this unit. Interruption will leave the target mind controlled for one last turn, after which they will recover with disorientation. 3 turn cooldown.

Overpower
Overpower
This unit has an Overpowering Aura that causes enemies to lose a percent of their aim, mobility, throw range, and rocket accuracy equal to it's will/6. High base HP and distance beyond 20 tiles can mitigate this loss. Specifically, targets lose 1 percentage point less/more attributes for each base HP above/below average and targets lose 1 percentage point less attributes for each tile beyond 20. Does not affect SHIVs.

Psi Lance
Psi Lance
Project a bolt of pure psi force at an enemy that deals 4 + (caster_will - target_will)/20 damage. The lance will jump to another enemy target within 6 tiles of the last target dealing less damage (10%) each jump until it dissipates. Unlike most psionic attacks, this attack has a hit chance based on the caster's aim and the defender's defense, just like standard shots.

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

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
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
Fleet
Fleet
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
Leader
Leader
This unit grants 3x the current alien level in defense and crit resist to itself and other allies in sight.

Available for:
Aliens: All Alien Leaders
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
Psychic Wave
Psychic Wave
Unleashes a wave of destructive psychic energy if an enemy is within 3 tiles after each move. The wave destroys all cover and deals damage equal to this unit's will / 20.

Available for:
Aliens: Ethereals

Gene Mods

(See also: Gene Mods)

Adaptive Bone Marrow
Adaptive Bone Marrow
This soldier recovers from fatigue and injuries 15% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).

Available for:
XCOM: All Soldiers
Aliens: Ethereal, Outsider
Enhanced Metabolism
Enhanced Metabolism
Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.

Available for:
XCOM: All Soldiers
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
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: Thin Man Leader, Chryssalid Leader, Heavy Floater
Iron Skin
Iron Skin
Grants +15 Base DR and +30 crit resistance.

Available for:
XCOM: All Soldiers
Aliens: Berserker
Muscle Fiber Density
Muscle Fiber Density
Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.

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. Saturation Fire has a -25% weapon damage malus (instead of -50%).

Available for:
XCOM: All Soldiers
Dual Heart
Dual Heart
Causes soldiers to bleed out instead of dying the first time they go to zero health in a mission. The bleed-out timer is extended by 2 turns. Increases throw range by 20%.

Available for:
XCOM: All Soldiers
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 unit in sight and disable their AP discounting perks. Cannot be used on Covert Ops, SHIVs, units already Commanded, Overwatching, Steadying, or Hunkering. 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 10%. 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
Causes biological enemies within line of sight that perform an end-in-idle action to take 2 + will/20 psionic damage (2% chance for double damage). The chance to trigger is Will/4 percent and requires the caster to be idle with full base HP.

Available for:
XCOM: Psionic Soldiers
Aliens: Sectoid, Sectoid Commander
Distortion
Distortion
Reality is distorted around this unit: non-psionic attacks deal only 30% the damage and half of the damage is then shared among allies in sight within 8 tiles. Grants +80 crit resistance and reduces corrosion duration to 1 turn. Prevents mind control and healing in humans.

Available for:
XCOM: Volunteer
Aliens: Ethereal, Sectoid Commander
Pyrokinesis
Inner Fire
Grants +10 aim, +2.0 mobility, +20% throw range, and +20% DR. Regenerates 2 base (non-armor) HP each turn. Fire 2 additional reaction shots on Overwatch. Psionic potential unlocks a deep connection to one's body.

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 halved 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 reduce psionic damage by 50% and gain 20 defense and 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
Psychokinetic Strike
Psychokinetic Strike
Project a bolt of pure psi force up to 10 tiles that destroys all destructible cover in a 2 tile radius area but does not harm units. 3 turn cooldown.

Available for:
XCOM: Psionic Soldiers
Rift
Rift
Devastate an area with a storm of psi energy dealing 4 + (caster_will - target_will)/20 damage immediately and then again after a turn. 2 turn cooldown. Affects mechanical units that are normally immune to psionic abilities.

Available for:
XCOM: Volunteer
Aliens: Ethereal
Telekinetic Field
Telekinetic Field
Create an 8.5 radius telekinetic field that grants 50 defense to all allies within the field and dampens the effects of all explosives to only 50% of their original damage. Deals will/10 psionic damage to mechanical enemies that enter the field. Lasts through 1 enemy turn. 4 turn cooldown. Psi Training Target Will: 45.

Available for:
XCOM: Psionic Soldiers

Death Perks

Avenger: +1 crit damage, +10% throw range

Defiant: Permanent immunity to Overpower and -1/-2 AP Loss from the "Fatigued" or "Exhausted" debuff

Ever Vigilant: 20% for a shot to graze

Perseverance: -50% less to all post-mission fatigue and injury times

Resolute: +20% xp from missions

Survivor: Grants %DR equal to half of the %HP lost.

Unhinged: +1 damage for every 2 enemies in vision to all weapons and equipment

Vindicator: +10% crit chance, +2 crit damage

Unique Perks

Annette --- Driven By Pressure: Gain +10 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 ---- Gunslinger: +1 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