Abilities List (Long War)
- 1 Normal Perks
- 1.1 Absorption Fields
- 1.2 Advanced Fire Control
- 1.3 Aggression
- 1.4 Automated Threat Assessment
- 1.5 Battle Scanner
- 1.6 Body Shield
- 1.7 Bombard
- 1.8 Bring Em On
- 1.9 Close Combat Specialist
- 1.10 Close Encounters
- 1.11 Collateral Damage
- 1.12 Combat Drugs
- 1.13 Concealment
- 1.14 Covering Fire
- 1.15 Damage Control
- 1.16 Damn Good Ground
- 1.17 Danger Zone
- 1.18 Deadeye
- 1.19 Dense Smoke
- 1.20 Disabling Shot
- 1.21 Double Tap
- 1.22 Executioner
- 1.23 Extra Conditioning
- 1.24 Field Medic
- 1.25 Field Surgeon
- 1.26 Fire In The Hole
- 1.27 Fire Rocket
- 1.28 Flush
- 1.29 Grenadier
- 1.30 HEAT Ammo
- 1.31 HEAT Warheads
- 1.32 Hit And Run
- 1.33 Holo-Targeting
- 1.34 In The Zone
- 1.35 Javelin Rockets
- 1.36 Jetboot Module
- 1.37 Killer Instinct
- 1.38 Light Em Up
- 1.39 Lightning Reflexes
- 1.40 Lock N Load
- 1.41 Lone Wolf
- 1.42 Low Profile
- 1.43 Mayhem
- 1.44 One For All
- 1.45 Opportunist
- 1.46 Packmaster
- 1.47 Paramedic
- 1.48 Platform Stability
- 1.49 Precision Shot
- 1.50 Ranger
- 1.51 Rapid Fire
- 1.52 Rapid Reaction
- 1.53 Reactive Targeting Sensors
- 1.54 Ready For Anything
- 1.55 Repair
- 1.56 Repair Servos
- 1.57 Resilience
- 1.58 Revive
- 1.59 Run and Gun
- 1.60 Sapper
- 1.61 Savior
- 1.62 Sentinel
- 1.63 Sentinel Module
- 1.64 Sharpshooter
- 1.65 Shock Absorbent Armor
- 1.66 Shock And Awe
- 1.67 Shredder Ammo
- 1.68 Smoke And Mirrors
- 1.69 Smoke Grenade
- 1.70 Snapshot
- 1.71 Sprinter
- 1.72 Squadsight
- 1.73 Steadfast
- 1.74 Suppression
- 1.75 Tactical Sense
- 1.76 Tandem Warheads
- 1.77 Vital Point Targeting
- 1.78 Will To Survive
- 2 Alien Only Perks
- 2.1 Acidic
- 2.2 Acid Spit
- 2.3 Alien Grenade
- 2.4 Bull Rush
- 2.5 Bloodlust
- 2.6 Blood Call
- 2.7 Cluster Bomb
- 2.8 Death Blossom
- 2.9 Death Explosion
- 2.10 Flight
- 2.11 Gunslinger
- 2.12 Hardened
- 2.13 Implant
- 2.14 Intimidate
- 2.15 Launch
- 2.16 Leap
- 2.17 Melee
- 2.18 Psi Drain
- 2.19 Psi Shield
- 2.20 Robotic
- 2.21 Strangle
- 2.22 Unlimited Cloak
- 3 Gene Mods
- 4 Officer Training
- 5 Psionic Abilities
- 6 Dev commentary
Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading here.
Reduces most incoming damage to this unit, scaling up as damage increases. Specifically: reduces 40% of any damage taken after 2; after all other damage reduction has been applied.
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus.
Automated Threat Assessment
Confers 0.5 DR (50% chance to absorb one point of damage) at all times, and confers +15 defense when in overwatch until the unit takes an overwatch shot.
Scanning device that, when thrown, creates a new source of vision for 2 turns. Grants 2 uses. Increases throw range for battle scanners by 70% (does not stack with other perks).
The nearest visible enemy suffers -20 aim and cannot critically hit this unit
Throw or launch grenades over exceptionally long distances (+50%).
Bring Em On
Confers 1-4 bonus damage during critical hits (which is then multiplied by 50% due to the critical hit). The damage is higher when more enemies are in view (including squad sight vision). This results in +1.5 dmg for 1-2 enemies, +3 dmg for 3-4 enemies, +4.5 dmg for 5-6 enemies, +6 dmg for 7 or more enemies.
Close Combat Specialist
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Warning: Will activate even if unit is concealed.
The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.
Area of effect attack that destroys most cover and hits all eligible targets for 1/3rd damage. Unlike most abilities, damage increasing items and perks also only apply 1/3rd damage (note: HEAT and flak cannot be reduced below +2 damage though). This attack cannot critically hit. Shredder ammo and holo-targeting are NOT applied.
Smoke grenades confer +20 Will and +20% critical chance in addition to the original 20 defense. The area of effect is also increased by 25%.
Available for: Medic
When the soldier moves to high cover, enemies without special capabilities will not target the soldier (but CAN sense him/her). Does not work if any enemies have line of sight to the soldier's starting position. Leaving cover, being flanked, firing, hacking arrays, and capturing meld will break this concealment. Low Profile units will not gain this bonus by occupying low cover. Firing from concealment grants +30% crit.
Available for: Scout
Allows certain reaction shots to trigger on many enemy actions, not just movement (excludes reload, overwatch, and hunker down actions).
When this unit takes damage, all further damage will be reduced by 1 or 2 points (1.5 DR) for the next 2 turns.
Available for: All MEC Troopers
Damn Good Ground
Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses.
Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.
Confers +15 aim against flying targets.
Increases the defense bonus from smoke grenade from 20 to 40.
Allows sniper rifles to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. 2 turn cooldown. Cannot cause critical hits.
Available for: Sniper
Allows a second action restricted to Standard Shot, Precision Shot, or Disabling Shot as long as the first action was a Standard Shot, Precision Shot, Disabling Shot, or Flush provided no costly actions were taken. 1 turn cooldown. (Note: Double Tap is cancelled in the following cases: (1) the first shot results in a kill, and no more enemies are visible to the unit, or (2) for gunners only, the first shot depletes the ammo.)
Confers +10 aim and +10 critical chance against targets at or below 50% health.
Confers 1-4 bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
For soldiers, grants one free use of a medikit per mission and allows additional medikit items to be used two times per battle instead of one. Also allows Restorative Mist items to be used three times per battle instead of once.
Reduces (or, for 1 HP flesh wounds, eliminates) Wounded timer on soldiers who sustained HP damage but were not Critically Wounded. Does not affect wound sustained by sending fatigued soldier on a mission.
Available for: Medic
Fire In The Hole
Grants +10 aim for purposes of reducing scatter if the soldier has not moved this turn. Increases range of Blaster Launcher (which does not scatter).
Available for: Rocketeer
Fire a high explosive rocket using an equipped launcher.
Fire a shot that may cause non-flying enemies to run to new cover. The shot is easy to hit with (+30 aim), but does reduced damage (-50% base weapon damage), and consumes extra ammo (2 ammo). Hunkered units will not relocate.
Allows 2 destructive grenades in a single inventory slot, and the soldier may throw grenades 20 percent further.
Your primary weapon, not including shotguns, does an additional 50% of its base weapon damage to robotic enemies after any damage reduction is assessed.
Your rockets and grenades do an additional 50% damage to robotic enemies after damage reduction is assessed.
- Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.
Hit And Run
Your first standard shot of each turn against an uncovered or flanked target does not cost an action. Does not work against flying units, and cannot be used if Run N' Gun activated.
Shooting at or suppressing enemies confers +10 Aim to allies' attacks on those enemies until end of turn.
In The Zone
Killing a flanked or uncovered target does not cost an action. Confers a -1 base damage and -10% critical hit chance penalty for each successive In The Zone kill.
Your rockets now travel much further(+33%) and can hit targets beyond your visual range.
Available for: Rocketeer
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
Activating Run and Gun grants +50% critical damage for the rest of the turn.
Available for: Assault
Light Em Up
Standard shots no longer end the turn, if taken as the first action.
The hit chance of reaction fire against this unit is reduced by 90 percent for the first shot, and by 70 percent for additional shots.
Lock N Load
Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn.
+10 Aim and Critical Chance if not within 7 tiles of an allied unit.
Makes partial cover grant the defense bonus of full cover.
Confers +2 damage for suppression, SAWs, LMGs, explosive grenades, proximity mines and rocket launchers. Confers +4 damage for sniper and long rifles, marksman's, strike and reflex rifles using Standard Shot or Precision Shot.
One For All
When activated, the MEC becomes a high cover element and gains 1 point of damage reduction. Moving or using an arm-based weapon will return the MEC to standard posture.
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Limited-use small items (including those from perks) receive 1 additional use.
Once per turn, this unit may use a medikit without spending an action.
Available for: Medic
Shots taken before any costly actions have +10 Aim and +10% critical chance. Also grants +10 aim for purposes of reducing scatter if the soldier has not moved this turn, and increases range of Blaster Launcher (which does not scatter).
With sniper/long rifles, fire a shot that ignores squadsight critical penalties, has an additional +30% critical chance, and provides extra damage on critical hits based on the soldier's weapon tech level (+2 for ballistic/laser/gauss, +3 for pulse, +4 for plasma). With marksman's and strike rifles, allows an unlimited range shot with no other bonuses. 2 turn cooldown.
Available for: Sniper
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters.
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
If on Overwatch, confers a bonus reaction shot (to a maximum three shots total) for every reaction shot that is a hit.
Reactive Targeting Sensors
Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.
Ready For Anything
If the unit fires without taking any other costly action, it automatically enters overwatch at the end of its turn.
For X-Com, grants +2 Arc Thrower charges. On drones, allows repair of robotic units.
Repairs up to 50% of damage taken (max 2 per turn). Value on icon represents repairs remaining at 2 points per hp. Additional damage taken before repairs are complete reduces how much can be repaired.
Available for: All MEC Troopers
Confers immunity to critical hits.
Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
Available for: Medic
Run and Gun
Allows firing or Overwatch after Dashing on the turn Run and Gun is activated. 2 turn cooldown.
Increases grenade and proximity mine damage by +1. Also triples damage to the environment.
Provides 2 item-free medikit charges and +4 healing bonus to medikits. Restorative Mist units restore three more health per use.
Allows two reaction shots during Overwatch, instead of only one.
Integrated circuitry provides automated reaction fire against enemies at close engagement range. This can be disabled if the unit suffers a critical hit.
+10 critical chance in all situations, +10 Aim against enemies in full cover.
Shock Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
Shock And Awe
Allows 1 additional standard rocket to be fired per battle.
Available for: Rocketeer
The Shredder debuff causes any unit hit to take 40% additional damage (after DR, rounded down) from all sources. Gunners and MECs apply the Shredder debuff for the remainder of the current turn to any target struck by their primary weapon. Rocketeers get an extra rocket that is weaker than a standard rocket (60% rounded down), cannot penetrate cover, has a +50% larger blast radius, and applies the Shredder debuff to all targets struck by the rocket for the next 3 turns.
Smoke And Mirrors
Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1.
Deploy a smoke grenade once per mission. The smoke confers +20 defense and prevents flanking for all enemy and allied units. Lasts 2 turns. Taking the perk on level up also allows an additional action after deploying a smoke grenade.
For snipers, removes the sniper rifle's restriction on firing and Overwatch after taking a costly action. Any shots taken after using any costly action suffer a -10 Aim penalty. For rocketeers, reduces the aim and range penalty for launching a rocket after taking a costly action to 25% (from 50%).
Grants +4 mobility (roughly 3 tiles movement).
Allows firing at targets in any ally's sight radius within weapon range, but critical chance suffers a -20% penalty. Extended range weapons (MEC primary weapons, Marksman and Strike Rifles, and LMGs) gain roughly five extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges, except with Marksman's and Strike Rifles.
Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability.
Fire a barrage that pins down a target, granting Opportunist reaction fire against it if it moves. Imposes a -30 penalty to aim and reduces range of many area-of-effect attacks, including grenades. Also negates overwatch from the target while suppression is active. Lastly, enemy AI prioritizes breaking the suppression by shooting the suppressor, so it functions as a mini-taunt. Not possible with shotguns, sniper rifles, or strike rifles.
Confers +5 Defense per enemy in sight (max +20).
Explosives employed by this soldier do full damage to the maximum extent of their area of effect.
Vital Point Targeting
Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied.
Will To Survive
Alien Only Perks
Acid enemies wounded with melee attacks. / On death, leave acid cloud on the battlefield. Unit is also immune to Acid attacks and effects.
Spit acid at long range, causing a noxious cloud to remain briefly on the battlefield.
Available for: Thin Man
Does 5 (3-7) damage.
Charge towards an enemy to make a melee attack. Breaks nearby cover.
Available for: Berserker
Allows the Berserker to charge an enemy that wounds it.
Available for: Berserker
Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 3 turns. 4 turn cooldown.
Available for: Muton
Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.
Available for: Sectopod
Project an intense energy field from Closed position, damaging all nearby enemies.
Available for: Cyberdisc
Explode on death, damaging everything in a small radius.
Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.
Confers +1 damage with sidearms and negates the long-range accuracy penalty when shooting beyond 14 meters.
Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.
Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid's attack.
Available for: Chryssalid
Reacts unpredictably when wounded, provoking panic in enemies.
Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.
Allows vertical leaps onto elevated surfaces during movement.
Melee units can only attack in melee.
Drain health from an ally.
This unit generates a psionic force shield when targeted by an ally's Mind Merge ability.
Available for: Mechtoid
Robotic/mechanized units are immune to psionic, acidic, and fire attacks. They are also immune to stun, panic, strangle, and implant.
Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.
Available for: Seeker
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.
Available for: Seeker
(See also: Gene Mods)
Adaptive Bone Marrow
Regenerate wounds. For humans, wound recovery time is reduced by 66% (stacks with Advanced Surgery), and unit regenerates 2 hp every turn up to the HP max without armor. Imposes +6 hours fatigue after missions.
Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Imposes +9 hours fatigue.
Confers +10 Aim and +10% critical chance if the unit is wounded.
The soldier projects an electric field from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation. Imposes +6 hours fatigue.
Height Advantage confers an additional +5 Aim and +5 critical chance. Imposes +3 hours fatigue.
Confers +10 Aim on any shot after a miss. Imposes +3 hours fatigue after missions.
All damage taken is reduced by 1. Imposes +12 hours postmission fatigue for genemodded soldiers.
Muscle Fiber Density
Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. Imposes +9 hours fatigue.
Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead. Soldiers with this perk cannot undergo psi training and cannot possess psi abilities. Imposes +6 hours fatigue after missions.
This unit and all nearby allies are healed for 1 health each turn.
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. Prevents loss of Will from critical wounds. Imposes +6 hours fatigue after missions.
Medikits and Restorative Mist heal 2 HP more when used on the soldier. Confers complete immunity to poison and acid. Imposes +3 hours postmission fatigue.
(See also: Officers)
Band Of Warriors
Squad receives +2 Aim per continent bonus XCOM has earned.
Ignore one point of the enemy's damage reduction. For officers, this ability is provided to the entire squad.
Grant a yellow move to an XCOM soldier in sight ranger whose turn is complete. Cannot be used on soldiers on Overwatch, who have Steadied their weapon, who have Hunkered Down, or used One For All. Does not allow use of multi-action perks like Close Encounters or Hit and Run. Four-turn cooldown. Note that this will NOT allow you to fire move-limited weapons (sniper rifles and LMGs), if you have taken a costly action (e.g. if you double-moved and then were commanded). The only exception to that is, after using double-tap, a unit can be commanded to fire once more, effectively triple-tapping.
Esprit De Corps
Squad receives +5 Will and +5 Defense in battle. Robotic units receive only the Defense bonus.
Nearby allies (8 tiles) receive an additional 2/3 damage reduction if they are in half cover and 1 damage reduction if they are in full cover.
Into The Breach
All soldiers in the squad at Sergeant rank or lower gain +25% XP for completing missions.
Lead By Example
This officer substitutes his or her Will for that of all nearby lower-Will squadmates.
Legio Patria Nostra
Squad receives +1 Will per different nationality in the squad.
So Others May Live
Squad members receive a permanent increase of +1 Aim and Will for completing a mission under this officer with no soldier deaths, up to a maximum of +8.
So Shall You Fight
All units in the squad receive +25% XP for every kill.
Squad receives +5 Defense when in cover.
All units in the squad have post-mission fatigue reduced by one day.
(See also: Psionics)
Nearby allies in cover receive +10 Defense. Imposes +6 hours postmission fatigue for psi soldiers. (Passive ability)
Difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies. 5 turn cooldown. Imposes +12 hours fatigue after missions.
Merge minds with the target, granting the target +25% critical chance, bonus will, and temporary health (for aliens) or damage reduction (for humans: DR=caster_will/60). Imposes +6 hours postmission fatigue for psi soldiers.
Causes the target to lose grip on reality, causing -25 aim/stack, -25 will/stack, a reduced area-of-effect attack range, reduced mobility, and doing one base damage. Robotic units are immune. Lasts 3 turns. 2 turn cooldown. Imposes +24 hours fatigue after missions.
Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacks' chance of success. Protects the psion and nearby allies who pass a will check. Imposes +24 hours fatigue after missions.
Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 3 turns, 4 turn cooldown. Imposes +6 hours fatigue after missions.
Cause target to panic on its following turn, if the target's Will is overcome. The duration is (caster Will / 50) turns; fractional results have a chance to be rounded up, the chance is proportional to the distance to the next integer. Robotic enemies are immune, 2 turn cooldown. Imposes +6 hours fatigue after missions.
Project a bolt of pure psi force that destroys cover but does not harm units. 4 turn cooldown. Imposes 12 hours additional post-mission fatigue.
Ignite fires at the target location. Does not cause injuries. Imposes +12 hours postmission fatigue for psi soldiers.
Nearby allies are healed for 1 health each turn, and has a 100% chance to remove acid effects (after b15f2). This does not repair damage to body armor or other hp-granting items. Imposes +24 hours postmission fatigue for psi soldiers. (Passive ability)
Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown. Requires special armor designed for psionic beings. Imposes +12 hours fatigue after missions.
Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defense to allies within the field, 4 turn cooldown. Imposes +12 hours fatigue after missions.
From Amineri, regarding Mayhem (Oct 11, 2014):
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.
Mayhem + Suppression : currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon's base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.
Mayhem + eWP_Sniper/eWP_Support weapons : This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to the SAW/LMG weapons and +4 damage to the Sniper/Strike weapons... which does not vary with tech-level.
Mayhem + direct damage grenades : this is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.
Mayhem + rockets : this is both HE and Shredder rockets. Damage increased is based on tech level in this case.