Abilities List (LWR)
Revision as of 08:32, 9 August 2020 by Pathologic (talk | contribs) (Added alien perk availability, but I don't know how to fix the random line spacing)
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.
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, SHIV
Aliens: Mechtoid, Sectopod, Seeker Leaders
Available for:
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight.
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight.
XCOM: Assault, Infantry, Jaeger, Marauder
Aliens: Cyberdisc Leaders, Floater Leaders, Muton Leaders, Muton Elite Leaders, Thin Man Leaders
Available for:
Awareness
Provides +30 defense.
Provides +30 defense.
XCOM: Jaeger
Aliens: Floater Leaders, Heavy Floater Leaders, Mechtoid Leaders, Thin Man Leaders
Available for:
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.
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.
XCOM: All MEC Troopers
Available for:
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.
Grants +1 damage and +20 aim against targets within 4 tiles. Counterattacks melee attacks with damage equal to this unit's max base HP.
XCOM: Assault, Marauder
Aliens: Outsider Leaders
Available for:
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.
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.
XCOM: Assault, Gunner, Jaeger, Sniper
Aliens: Muton Elite Leaders
Available for:
Bullseye
Grants +25 aim and crit if shooting at 2AP or against a target on overwatch (double if both).
Grants +25 aim and crit if shooting at 2AP or against a target on overwatch (double if both).
XCOM: Engineer, Infantry, Medic, Scout, Sniper, SHIV
Available for:
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]
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]
XCOM: Assault, Marauder, Medic, SHIV
Aliens: Muton Elite Leaders, Outsider
Available for:
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.
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.
XCOM: Assault, Medic
Aliens: Heavy Floater Leaders, Seeker Leaders
Available for:
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.
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.
XCOM: Shogun
Available for:
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.
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.
XCOM: Medic
Available for:
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.
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.
XCOM: Scout
Aliens: Thin Man Leaders
Available for:
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.
Shots against autopsied mechanical units deal +50% damage and gain +2 penetration. Does not work with the Arc Rifle or Arc Pistol.
XCOM: Engineer, Goliath, Gunner, Infantry, Jaeger, Shogun
Aliens: Drone Leaders, Floater Leaders, Heavy Floater, Outsider, Sectopod
Available for:
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.
Grants an instance of 20% DR each time damage is received (they stack multiplicatively). If shredded, reduces shred to 35% at end of turn.
XCOM: SHIV
Aliens: Outsider Leaders, Mechtoid Leaders, Seeker Leaders, Sectopod
Available for:
Available for:
Danger Zone
Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target.
Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target.
XCOM: Sniper
Aliens: Thin Man Leaders
Available for:
Dense Smoke
Smoke grenades grant an additional +30 defense (+60 defense total -- defense affects psi as well).
Smoke grenades grant an additional +30 defense (+60 defense total -- defense affects psi as well).
XCOM: Engineer
Available for:
Disabler
All shots gain a 20% chance to jam enemies weapons, forcing a reload before they can fire again (each enemy weapon can only be jammed once). Grants Disabling Shot.
All shots gain a 20% chance to jam enemies weapons, forcing a reload before they can fire again (each enemy weapon can only be jammed once). Grants Disabling Shot.
XCOM: Scout, Sniper
Available for:
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.
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.
XCOM: Scout, Sniper
Available for:
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.
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.
XCOM: Engineer, Gunner, Rocketeer, Sniper
Available for:
Executioner
Grants +15 aim (+50 aim for pistols) against targets at or below half HP.
Grants +15 aim (+50 aim for pistols) against targets at or below half HP.
XCOM: Jaeger, Marauder, Sniper
Aliens: Sectoid Leaders, Heavy Floater Leaders, Floater Leaders, Muton Leaders, Muton Elite Leaders, Thin Man Leaders
Available for:
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.
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP.
XCOM: All MEC Troopers, All Soldiers
Available for:
Field Medic
Grants 2 free medikits. Medikits heal 1 more HP. Stabilization costs 0 AP and does not consume a medikit.
Grants 2 free medikits. Medikits heal 1 more HP. Stabilization costs 0 AP and does not consume a medikit.
XCOM: Medic
Available for:
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.
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.
XCOM: Rocketeer
Available for:
First Aid
Grants 2 medikits.
Grants 2 medikits.
XCOM: Rocketeer, Scout, Shogun
Available for:
Saturation Fire
Fire a +25 aim shot with -50% weapon damage. Requires 2 ammo.
Fire a +25 aim shot with -50% weapon damage. Requires 2 ammo.
XCOM: All Soldiers, SHIV
Available for:
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 30%.
Grants immunity to critical hits. Injury and fatigue times are reduced by 30%.
XCOM: Goliath, Marauder
Aliens: Berserker Leaders, Chryssalid Leaders, Sectopod
Available for:
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage.
Explosives critically hit exposed targets, dealing 150% damage.
XCOM: Engineer, Goliath, Rocketeer, Shogun
Available for:
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Grants 1.3 mobility.
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Grants 1.3 mobility.
XCOM: Engineer, Goliath, Infantry, Shogun
Available for:
Grit
Grants +3 armor HP and %DR equal to half of the %HP lost.
Grants +3 armor HP and %DR equal to half of the %HP lost.
XCOM: Assault, Goliath, Gunner, Medic
Aliens: Berserker Leaders, Muton Elite Leaders, Chryssalid Leaders
Available for:
HEAT Warheads
Explosives gain +6 penetration and double the application of any shred.
Explosives gain +6 penetration and double the application of any shred.
XCOM: Engineer, Rocketeer, Shogun
Aliens: Cyberdisc
Available for:
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.
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.
XCOM: Scout, Shogun
Available for:
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.
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.
XCOM: Engineer, Gunner, Jaeger, Rocketeer, Scout, SHIV, Sniper
Aliens: Cyberdisc Leaders, Floater Leaders, Heavy Floater Leaders, Muton Leaders, Muton Elite Leaders, Outsider Leaders, Seeker
Available for:
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).
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).
XCOM: Jaeger, Marauder, Shogun
Available for:
Killer Instinct
Critical hits deal 200% damage.
Critical hits deal 200% damage.
XCOM: Assault, Jaeger, Marauder, Shogun
Available for:
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.
Standard shots cost only 1 AP and gain both +5 aim and +1 damage for each instance of damage their target took this turn.
XCOM: Infantry, SHIV
Aliens: Cyberdisc Leaders, Drone Leaders, Mechtoid Leaders, Muton Leaders, Muton Elite Leaders, Sectoid Commander Leaders
Available for:
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
XCOM: Engineer, Goliath, Gunner, Infantry, Jaeger, Marauder
Aliens: Mechtoid, Muton Elite Leaders, Sectoid Commander Leaders
Available for:
Lone Wolf
Grants 10 aim, crit, and defense if not within 4 tiles of an allied unit.
Grants 10 aim, crit, and defense if not within 4 tiles of an allied unit.
XCOM: Jaeger, Sniper
Available for:
Low Profile
Partial cover grants the defense and DR bonus of full cover.
Partial cover grants the defense and DR bonus of full cover.
XCOM: Scout
Aliens: Sectoid Leaders, Sectoid Commander Leaders, Thin Man Leaders
Available for:
Master Mechanic
Increases the healing of repair by +3 HP.
Increases the healing of repair by +3 HP.
XCOM: Engineer
Aliens: Drone
Available for:
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.
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.
XCOM: All Soldiers
Available for:
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately.
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately.
XCOM: Goliath, Gunner, Infantry, Rocketeer, SHIV, Sniper
Aliens: Heavy Floater
Available for:
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.
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.
XCOM: Engineer
Available for:
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.
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.
XCOM: All MEC Troopers
Available for:
Opportunist
Reaction shots gain +10 aim and can critically hit.
Reaction shots gain +10 aim and can critically hit.
XCOM: Assault, Infantry, Marauder, Goliath, Gunner
Aliens: Cyberdisc Leaders, Mechtoid Leaders, Muton Leaders, Muton Elite Leaders, Outsider Leaders, Sectoid Leaders, Sectoid Commander Leaders, Sectopod Leaders, Seeker Leaders, Thin Man Leaders
Available for:
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.
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.
XCOM: Infantry, Medic, Rocketeer, Scout
Available for:
Penetrator
The primary weapon gains +2 penetration.
The primary weapon gains +2 penetration.
XCOM: Goliath, Gunner, Shogun
Aliens: Cyberdisc Leaders, Drone Leaders, Heavy Floater Leaders, Sectopod
Available for:
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.
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.
XCOM: Gunner, Rocketeer, Scout, Sniper
Available for:
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.
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.
XCOM: Scout, Sniper
Available for:
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.
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.
XCOM: Assault, Infantry, Medic, Rocketeer, Scout, Sniper
Aliens: Sectoid, Seeker
Available for:
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.
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.
XCOM: Assault
Available for:
Rapid Reaction
Allows 2 reaction shots during overwatch. Grants +40% DR when overwatching.
Allows 2 reaction shots during overwatch. Grants +40% DR when overwatching.
XCOM: Marauder
Aliens: Floater Leaders, Heavy Floater
Available for:
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]
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]
XCOM: Goliath, Marauder, SHIV
Aliens: Mechtoid Leaders, Sectopod Leaders
Available for:
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.
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.
XCOM: Gunner, Marauder, Medic
Aliens: Cyberdisc Leaders, Drone Leaders, Floater Leaders, Heavy Floater Leaders, Mechtoid Leaders, Muton Leaders, Muton Elite Leaders Outsider Leaders, Sectoid Leaders, Sectoid Commander Leaders, Seeker Leaders, Thin Man Leaders
Available for:
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.
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.
XCOM: Scout
Repair
Heal a friendly mechanical unit for 4 of their missing HP.
Available for:Heal a friendly mechanical unit for 4 of their missing HP.
XCOM: Engineer
Aliens: Drone
Available for:
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).
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).
XCOM: Goliath, SHIV
Aliens: Cyberdisc Leaders, Floater Leaders, Mechtoid Leaders, Sectopod Leaders
Available for:
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.
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.
XCOM: Assault
Available for:
Sapper
Explosives deal +1 damage and double environmental damage. Grants +20% throw range.
Explosives deal +1 damage and double environmental damage. Grants +20% throw range.
XCOM: Engineer, Shogun
Available for:
Savior
Medikits heal 3 more HP and can revive stabilized soldiers for 0 AP.
Medikits heal 3 more HP and can revive stabilized soldiers for 0 AP.
XCOM: Medic
Available for:
Sentinel
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist.
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist.
XCOM: Gunner, Infantry, Medic
Aliens: Cyberdisc Leaders, Mechtoid Leaders, Muton Leaders, Muton Elite Leaders, Outsider Leaders, Sectoid Leaders, Sectoid Commander Leaders, Seeker Leaders, Thin Man Leaders
Available for:
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.
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.
XCOM: Assault, Medic, Shogun, Scout
Aliens: Chryssalid Leaders, Thin Man Leaders
Available for:
Sharpshooter
All shots with the primary weapon gain +15 aim and crit against biologic targets.
All shots with the primary weapon gain +15 aim and crit against biologic targets.
XCOM: Infantry, Jaeger, Medic, [[Sniper (LWR)|Sniper
Aliens: Thin Man Leaders
Available for:
Shock-Absorbent Armor
Grants proximity-based DR if the damage is within 10 tiles (+5% DR per tile up to +50% at point blank).
Grants proximity-based DR if the damage is within 10 tiles (+5% DR per tile up to +50% at point blank).
XCOM: Marauder
Aliens: Berserker Leaders, Chryssalid Leaders
Available for:
Shock and Awe
Rocket launchers and extra equipped rockets gain an additional use. Reduces scatter by 30%.
Rocket launchers and extra equipped rockets gain an additional use. Reduces scatter by 30%.
XCOM: Rocketeer
Available for:
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.
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.
XCOM: Gunner
Aliens: Muton Elite
Available for:
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.
XCOM: Engineer, Medic, Rocketeer, Scout
Available for:
Snapshot
Shooting will not trigger reaction fire. If this unit has not moved this turn, shots gain a 20% chance to cost 0 AP.
Shooting will not trigger reaction fire. If this unit has not moved this turn, shots gain a 20% chance to cost 0 AP.
XCOM: Assault, Infantry, Scout
Aliens: Floater Leaders, Heavy Floater Leaders, Thin Man
Available for:
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).
XCOM: Assault, Scout, SHIV
Aliens: All
Available for:
Alien Leaders
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.
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.
XCOM: Jaeger, Sniper
Aliens: Cyberdisc Leaders, Mechtoid Leaders, Muton Leaders, Muton Elite Leaders, Outsider Leaders, Sectoid Leaders, Sectoid Commander Leaders, Seeker Leaders, Thin Man Leaders
Available for:
Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%.
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%.
XCOM: All MEC Troopers, All Soldiers
Available for:
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.
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.
XCOM: Gunner, Infantry, SHIV
Aliens: Heavy Floater, Floater, Muton, Muton Elite, Thin Man
Available for:
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).
XCOM: Engineer, Goliath, Rocketeer
Aliens: Cyberdisc Leaders, Heavy Floater Leaders, Muton Leaders
Available for:
Tenacious Defense
Grants +3 armor HP. Grants +20% crit resistance when protected by cover.
Grants +3 armor HP. Grants +20% crit resistance when protected by cover.
XCOM: Assault, Gunner, Infantry
Aliens: Muton, Muton Elite
Available for:
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.
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens.
XCOM: Infantry, Jaeger, Scout, Shogun
Aliens: Muton Leaders, Muton Elite Leaders, Outsider Leaders, Sectoid Leaders, Thin Man Leaders
Available for:
Will To Survive
All cover DR increased to 70% but grants 15 less defense. Grants +3 armor HP and Steadfast.
All cover DR increased to 70% but grants 15 less defense. Grants +3 armor HP and Steadfast.
XCOM: Assault, Gunner, Infantry, Medic
Aliens: Heavy Floater Leaders, Muton, Muton Elite
Available for:
Alien Only Perks
Tinker
Throw or launch grenades and devices 30% further.
Throw or launch grenades and devices 30% further.
Muton Leaders, Thin Man Leaders
Available for:
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.
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.
Ethereal, Muton, Muton Elite
Available for:
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.
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.
Ethereal, Sectoid Commander
Available for:
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.
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.
Sectoid Commander
Available for:
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).
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).
Outsider
Available for:
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.
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.
Sectoid Commander
Available for:
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.
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.
Berserker Leaders, Ethereal
Available for:
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.
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.
Ethereal
Available for:
Tactical Mobility
This unit gains 20 defense when in cover or flying if it is not disoriented and has not been damaged this turn.
This unit gains 20 defense when in cover or flying if it is not disoriented and has not been damaged this turn.
Floater, Heavy Floater, Muton Leaders, Muton Elite Leaders, Sectoid Leaders, Sectoid Commander Leaders, Thin Man Leaders
Available for:
Gene Mods
(See also: Gene Mods)
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).
This soldier recovers from fatigue and injuries 15% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).
XCOM: All Soldiers
Aliens: Ethereal, Outsider
Available for:
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.
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.
XCOM: All Soldiers
Available for:
Adrenaline Surge
Grants +6 mobility and +40 defense when below 50% HP.
Grants +6 mobility and +40 defense when below 50% HP.
XCOM: All Soldiers
Available for:
Depth Perception
Height advantage grants an additional +20 crit.
Height advantage grants an additional +20 crit.
XCOM: All Soldiers
Available for:
Hyper-Reactive Pupils
If this unit misses a shot, it's next shot gains +20 aim (even if multiple turns apart).
If this unit misses a shot, it's next shot gains +20 aim (even if multiple turns apart).
XCOM: All Soldiers
Available for:
Iron Skin
Grants +15 Base DR and +30 crit resistance.
Grants +15 Base DR and +30 crit resistance.
XCOM: All Soldiers
Available for:
Muscle Fiber Density
Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.
Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.
XCOM: All Soldiers
Aliens: Berserker, Chryssalid, Outsider
Available for:
Neural Damping
Grants immunity to panic. Suppressed host neural resistance increases the HP medikits can heal by 4 when used on this soldier.
Grants immunity to panic. Suppressed host neural resistance increases the HP medikits can heal by 4 when used on this soldier.
XCOM: All Soldiers
Aliens: Muton Elite, Outsider
Available for:
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%.
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%.
XCOM: All Soldiers
Available for:
Smart Macrophages
Grants complete immunity to corrosion and shredding.
Grants complete immunity to corrosion and shredding.
XCOM: All Soldiers
Available for:
Officer Training
(See also: Officers)
Battlefield Aptitude
Squad receives +10 defense when protected by cover and +10 will.
Squad receives +10 defense when protected by cover and +10 will.
XCOM: All Officers
Available for:
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.
All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base mobility and +1 Command.
XCOM: All Officers
Aliens: All Alien Leaders
Available for:
Comradery
Non-SHIV squad members have a 50% chance (Modified by Campaign Length) to gain +1 aim/will when completing a mission with no soldier deaths. +1 Command Charge.
Non-SHIV squad members have a 50% chance (Modified by Campaign Length) to gain +1 aim/will when completing a mission with no soldier deaths. +1 Command Charge.
XCOM: All Officers
Available for:
Cover Tactics
Squadmates gain +3 defense per enemy the squad can see when protected by cover. Officers gain +15 base defense.
Squadmates gain +3 defense per enemy the squad can see when protected by cover. Officers gain +15 base defense.
XCOM: All Officers
Available for:
Inspired Tenacity
Squad receives +20% DR when protected by cover.
Squad receives +20% DR when protected by cover.
XCOM: All Officers
Available for:
International Warriors
Squad receives +4 aim per continent bonus XCOM has earned.
Squad receives +4 aim per continent bonus XCOM has earned.
XCOM: All Officers
Available for:
Show 'Em the Ropes
All soldiers ranked SGT or lower gain triple mission experience. Officers gain +3 base HP and +1 Command.
All soldiers ranked SGT or lower gain triple mission experience. Officers gain +3 base HP and +1 Command.
XCOM: All Officers
Available for:
Stay Frosty
Squad fatigue reduced by 10%. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +1.3 mobility.
Squad fatigue reduced by 10%. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +1.3 mobility.
XCOM: All Officers
Available for:
Strength in Diversity
Squad receives +1 will per different nationality in the squad. Gain Commanding Officer [1 command charge, +10% squad xp/rank, -20% personal fatigue].
Squad receives +1 will per different nationality in the squad. Gain Commanding Officer [1 command charge, +10% squad xp/rank, -20% personal fatigue].
XCOM: All Officers
Available for:
Tricks of the Trade
All soldiers in the squad gain +10% mission experience. Officers gain +10 aim and +1 Command.
All soldiers in the squad gain +10% mission experience. Officers gain +10 aim and +1 Command.
XCOM: All Officers
Psionic Abilities
(See also: Psionics)
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.
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.
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.
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.
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.
Grants the target +1 pen, +25 aim/crit/will, +2.0 mobility, +50% graze chance, and -50% scatter until the beginning of their next turn. Additionally, Sectoids gain 5% of caster will in extra HP and Mechtoids gain a 20 HP shield. 5 turn cooldown.
Neural Feedback
Psi attackers that attack a friendly unit in vision are dealt 4 damage. Does not effect the psionic attack itself.
Psi attackers that attack a friendly unit in vision are dealt 4 damage. Does not effect the psionic attack itself.
Psi Inspire
Removes mind fray, panic, red fog, shaken, fear, grants immunity to fatigued/exhausted, prevents non-suppression reaction fire triggering, and grants +30 will to all allies within a 4-tile area of effect for 2 turns. 4 turn cooldown.
Removes mind fray, panic, red fog, shaken, fear, grants immunity to fatigued/exhausted, prevents non-suppression reaction fire triggering, and grants +30 will to all allies within a 4-tile area of effect for 2 turns. 4 turn cooldown.
Psi Mastery
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Psychic Storm deals half damage when interrupted.
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Psychic Storm deals half damage when interrupted.
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.
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.
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.
Causes the target to panic if the target's will is overcome. Hit chance is calculated using 50% of will. Purely mechanical units are immune. 4 turn cooldown.
Psychokinetic Strike
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.
Project a bolt of pure psi force up to 10 tiles that destroys all destructible cover in a 2 tile radius area but does not harm units. 3 turn cooldown.
Rift
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.
Devastate an area with a storm of psi energy dealing 4 + (caster_will - target_will)/20 damage immediately and then again after a turn. 2 turn cooldown. Affects mechanical units that are normally immune to psionic abilities.
Telekinetic Field
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.
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.