Perk List (LWOTC)

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Long War of the Chosen Main Page

Long War of the Chosen includes numerous changes to existing perks from Long War 2, 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.

Class Perks

Some of these abilities can also be learned using AP (Ability Points) after building the Training Center.


Aggression

Aggression
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
  • Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
  • Units visible at squadsight ranges do confer bonus.

Available for: Assault (SSgt), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 3), Ranger (Sgt), Sharpshooter (TSgt), Shinobi (XCOM Tier 3)


Aim

Aim
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn.
  • The bonus granted by Aim can apply to any weapon shot.

Available for: Sharpshooter (XCOM Tier 1)


Aim Assist

Aim Assist
Gain additional +15 aim and +15 crit against holotargeted units.

Notes: Either the Holotargeter or the Holotargeting perk works for this perk.

Available for: Assault (XCOM Tier 1), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 1)


Alpha Mike Foxtrot

Alpha Mike Foxtrot
You do 4 additional points of base damage and 2 additional point(s) of bonus critical damage with your primary weapon.

Available for: Sharpshooter (MSgt)


Arc Pulser

Arc Pulser
Your Arc Thrower now damages mechanical enemies and reduces their defense against hacking attempts.
  • The Arc Pulser is effective anywhere in the soldier's sight range.
  • Requires one action and ends the soldier's turn when fired.
  • Can use every other turn.
  • Damage to mechanical units increases as arc thrower technology improves.
  • Reduces enemy hack defense by 20.

Available for: Assault (Cpl)


Apex Predator

Apex Predator
Critical hits with your primary weapon have a chance to panic the target and nearby enemies.
  • Critical hits with your primary weapon have a chance to panic the target and nearby (within 4 tiles) enemies.

Available for: Grenadier (XCOM Tier 3), Gunner (XCOM Tier 4), Sharpshooter (XCOM Tier 4)


Arc Welder

Arc Welder
You can use your arc thrower to heal friendly mechanical units.
  • Starts each battle with 2 charges that heal 4 HP.
  • Works for any friendly robotic unit, including SPARKs, resistance MECs and hacked ADVENT units.

Available for: Assault (XCOM Tier 1)


Area Suppression

Area Suppression

Fire a barrage that pins down multiple targets within a 4-tile radius, granting reaction fire against anyone that moves, and imposing a -25 penalty to all targets' aim until suppression is removed. Cannot be used when concealed.

  • Area Suppression cannot be used when the soldier is concealed.
  • Any unit that attempts to move will face reaction fire as long as the suppressing unit has ammo remaining.
  • Does not work with shotguns or sniper rifles.
  • Area Suppression costs 3 ammo points to use, plus one additional ammo for each reaction shot. It has no cooldown.
  • Area suppression will be canceled if the suppressing unit is damaged.
  • If multiple units suppress a target, the aim penalty will not stack.
  • Suppression restricts many of the target's abilities, including the use of rockets and grenades.

Available for: Gunner (Squaddie)


Avenger

Avenger
Once per turn, take a reaction shot with your primary weapon at a visible enemy that has fired upon a visible ally.
  • Avenger will not activate if this unit is shot at.
  • Can only activate during the enemy's turn.
  • Can only trigger once per turn.

Available for: Grenadier (XCOM Tier 3), Sharpshooter (XCOM Tier 4)


Biggest Booms

Biggest Booms
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage).
  • Grenades, standard rockets, and MEC micromissiles can inflict critical damage (50% chance for +3 damage).
  • 50% chance for critical damage is not affected by other critical chance modifiers.
  • Does not apply to non-damaging grenades or the concussion rocket or Bunker Buster abilities.
  • Grenade crits will grant +1 damage to ongoing damaging effects such as fire.

Available for: Grenadier (TSgt)


Blademaster

Blademaster
All melee attacks deal +1 extra damage and have +10 Aim.
  • Blademaster deals a bonus +1 damage on every successful melee attack.
  • Blademaster grants +10 Aim to melee attacks.

Available for: Gunner (XCOM Tier 1), Shinobi (LCpl)


Bladestorm

Bladestorm
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
  • If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier.
  • If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range.
  • Bladestorm does not trigger on your own turn.

Available for: Gunner (XCOM Tier 2), Shinobi (SSgt)


Bluescreen Bombs

Bluescreen Bombs
Your flashbang grenades now disorient robotic units and reduce their resistance to hacking.
  • Your flashbang grenades now disorient robotic units.
  • Your flashbang grenades also reduce robotic hack defense by 25.

Available for: Grenadier (Sgt)


Bombardier

Bombardier
You may throw or launch grenades two additional tiles.
  • Your grenades have 2 tiles extra range.
  • This includes both launched and thrown grenades.

Available for: Grenadier (GSgt)


Boosted Cores

Boosted Cores
Explosive grenades and any damage over time effects inflicted by grenades do one additional damage.
  • Your grenades have extra explosives and do one additional damage but require special training to handle.
  • Damage over time effects applied by grenades such as poison will also do one additional damage.

Available for: Grenadier (Sgt)


Both Barrels

Both Barrels
Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage.
  • Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage.
  • Uses 2 ammo.
  • Uses one action.

Available for: Ranger (Squaddie)


Bring 'Em On

Bring 'Em On
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives.
  • Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8.
  • Units visible at squadsight ranges do confer bonus.
  • Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).

Available for: Assault (GSgt), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 2), Ranger (TSgt), Shinobi (XCOM Tier 2)


Brutality

Brutality
Killing organic enemies with your sawed-off shotgun have a 50% chance to panic other organic enemies within 10 tiles of the target.
  • Use Brutality as a crowd-control tool to allow the soldier to move forward more aggressively and combine it with the Ruthless ability to increase your killing power.

Available for: Ranger (XCOM Tier 3)


Center Mass

Center Mass
You do one additional point of base damage when using guns.
  • You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.

Available for: Grenadier (Cpl), Gunner (LCpl), Ranger (Sgt), Sharpshooter (Cpl), Shinobi (XCOM Tier 2)


Chain Lightning

Chain Lightning
Fire your Arc Thrower at a target that is capable of being stunned and bounces up to 3 other targets within 6 tiles.
  • Fire your Arc Thrower at a target that is capable of being stunned and bounces up to 3 other targets within 6 tiles.
  • Requires one action and ends your turn.
  • Chain Lightning has a 4 turn cooldown.
  • Cannot be used from concealment.

Available for: Assault (MSgt)


Chain Shot

Chain Shot
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically.
  • Chain Shot requires 2 ammo points.
  • Chain Shot has a 3 turn cooldown.
  • Chain Shot has a -10 aim penalty.
  • Chain Shot can be devastating against non-cover enemies, or when augmented with aim bonuses.

Available for: Grenadier (TSgt), Gunner (SSgt), Sharpshooter (XCOM Tier 3)


Close and Personal

Close and Personal
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
  • Confers +30 critical chance against adjacent targets.
  • Bonus reduced by 5 for each additional tile of distance from the target, down to 0 at 7 or more tiles.

Available for: Assault (Cpl), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 2), Ranger (LCpl)


Close Combat Specialist

Close Combat Specialist
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
  • Will not trigger if soldier is concealed.
  • You may shoot at each enemy with this ability once per turn.
  • Each shot requires 2 ammo.

Available for: Assault (GSgt), Grenadier (XCOM Tier 4), Gunner (XCOM Tier 4), Shinobi (XCOM Tier 4)


Close Encounters

Close Encounters
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run.
  • Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles.
  • A red ring will mark the range of this ability.
  • Close Encounters cannot be used on the same turn as Run and Gun.

Available for: Assault (TSgt), Grenadier (XCOM Tier 4), Gunner (XCOM Tier 4), Ranger (XCOM Tier 4), Shinobi (XCOM Tier 4)


Combat Engineer

Combat Engineer
Your explosives do significantly greater damage to cover objects and other things on the battlefield.
  • More powerful than Sapper by itself, Combat Engineer stacks with Sapper to maximize environmental damage, although either perk alone will still destroy many cover objects.
  • Combat Engineer also prevents environmental damage from falling off from the center of an explosion, meaning you will destroy objects in a larger area.

Available for: Assault (XCOM Tier 2), Grenadier (MSgt), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 2), Shinobi (XCOM Tier 2)


Combat Fitness

Combat Fitness
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.

Available for: Assault (XCOM Tier 3), Gunner (MSgt), Ranger (MSgt), Shinobi (XCOM Tier 3)


Combatives

Combatives
You may parry melee attacks and counterattack with your melee weapon. Also gain +10 dodge.
  • You will parry any grazed melee attack against you and counterattack with your melee weapon.
  • Combatives grant +90 dodge against first melee attack against you in a turn.
  • Soldier also gains 10 dodge.

Available for: Gunner (LCpl), Shinobi (Cpl)


Conceal

Conceal
Immediately enter concealment once per mission.
  • Concealment cannot be used when flanked by nearby enemies.
  • Requires one action and ends the soldier's turn.

Available for: Shinobi (MSgt)


Concentration

Concentration
Your grazing attacks are automatically upgraded to normal hits.
  • Attacks that would normally graze their target are automatically upgraded to normal hits.
  • Applies to primary weapons, secondary weapons, and pistols.

Available for: Sharpshooter (XCOM Tier 2), Shinobi (XCOM Tier 3)


Cool Under Pressure

Cool Under Pressure
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.

Available for: Gunner (TSgt), Ranger (Sgt), Sharpshooter (XCOM Tier 2)


Coup de Grace

Coup de Grâce
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
  • Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies.
  • The bonuses are reduced against disoriented enemies.
  • For Shinobis and Gunners, this perk is applied to their secondary weapon.

Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 3), Shinobi (MSgt)


Covering Fire

Covering Fire
Reaction shots confer an aim malus on enemies and can now be triggered by any enemy action, not just movement.
  • If triggered by an enemy action, Covering Fire will trigger before the enemy action completes.
  • In addition, having the Covering Fire ability confers a -10 aim penalty upon any units you take a reaction shot at, regardless of whether it was a covering fire shot or not and this penalty can be stacked.
  • The penalty does not affect the current action an enemy takes if it is aim-based and would only apply in the next turn. This means that if a covering fire shot was taken against an enemy performing an aim-based action, that action does not suffer the penalty.

Available for: Ranger (Cpl)


Covert

Covert
Enemies have 25% smaller detection range against you.
  • Enemies have 25% smaller detection range against you, as denoted by red tiles surrounding enemies who are not alerted to your presence.
  • This ability also grants a small reduction in this soldier's impact on infiltration times.
  • Does not apply to ADVENT security towers.

Available for: Shinobi (Sgt)


Cutthroat

Cutthroat
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.

Available for: Gunner (XCOM Tier 1), Shinobi (Sgt)


Cyclic Fire

Cyclic Fire
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have a -15 aim penalty. Has a 3 turn cooldown.
  • Special Shot: Fire three shots at a target in a single attack. Requires two actions and all shots have a -15 penalty to aim.
  • Requires 3 ammo.
  • Cyclic Fire has a 3 turn cooldown.
  • Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.

Available for: Grenadier (XCOM Tier 2), Gunner (TSgt)


Damn Good Ground

Damn Good Ground
Confers +10 aim and +10 defense against targets at a lower elevation.
  • Confers +10 aim and +10 defense against targets at a lower elevation.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Available for: Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (Cpl), Shinobi (XCOM Tier 1)


Danger Zone

Danger Zone
Area Suppression suppresses enemies in a 5-tile radius.

Available for: Gunner (TSgt)


Deadeye

Deadeye
Take a shot with a small aim penalty for a significant damage boost.
  • Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%.
  • Deadeye has a 3 turn cooldown.
  • Works with Snap Shot.

Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (TSgt), Shinobi (XCOM Tier 1)


Death From Above

Death From Above
Killing an enemy at a lower elevation with your primary weapon refunds a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles.
  • Death From Above can combo well with pistol abilities or can simply make a soldier more mobile.
  • Also grants a long-range accuracy bonus for sniper rifles and vektor rifles at any elevation.

Available for: Assault (XCOM Tier 2), Ranger (XCOM Tier 3), Sharpshooter (LCpl), Shinobi (XCOM Tier 2)


Dedication

Dedication
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
  • Gain 2 mobility and ignore reaction fire for the rest of the turn.
  • Free action.
  • Dedication has a 4 turn cooldown.

Available for: Assault (XCOM Tier 1), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 2)


Deep Cover

Deep Cover
If you did not attack this turn, hunker down automatically.
  • Non-offensive actions like Reload can still be performed without invalidating Deep Cover.

Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 1)


Demolition

Demolition
Unleash a volley of bullets at your target's cover, significantly damaging or destroying it. Deals no damage to your target.
  • Demolition requires 3 ammo points and has a 5 turn cooldown.
  • Demolition does increased environmental damage, and will destroy most cover objects.

Available for: Gunner (SSgt)


Dense Smoke

Dense Smoke
Your smoke grenades confer an additional 10 defense.
  • Your smoke grenades confer an additional 10 defense to those within the smoke, for a total of 30.

Available for: Grenadier (SSgt)


Disabling Shot

Disabling Shot
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
  • Stuns enemies for 2 actions if the shot hits (including if it grazes).
  • Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage.
  • Disabling Shot requires 1 ammo to use.
  • Disabling Shot has a 5 turn cooldown.
  • Only Avatars and Psi Zombies can not be stunned.

Available for: Assault (XCOM Tier 4), Ranger (XCOM Tier 4), Sharpshooter (GSgt), Shinobi (XCOM Tier 4)


Double Tap

Double Tap
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching.
  • Activate to fire a standard shot and gain a second action restricted to several different shooting abilities or overwatch.
  • Double Tap has a 2 turn cooldown.
  • Costs the same action it would take to fire a standard shot (Snipers cost 2 AP and all other weapons cost 1)

Available for: Grenadier (XCOM Tier 4), Sharpshooter (MSgt), Shinobi (XCOM Tier 4)


Electroshock

Electroshock
Your Arc Thrower disorients the target when it misses.
  • A miss with your Arc Thrower still disorients non-robotic targets.

Available for: Assault (LCpl)


Evasive

Evasive
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
  • This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.

Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Shinobi (TSgt)


Ever Vigilant

Ever Vigilant
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
  • Ever Vigilant enables an extremely mobile style of play for the soldier.
  • LITERALLY any action other than moving will invalidate Ever Vigilant.

Available for: Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (LCpl), Sharpshooter (XCOM Tier 2)


Executioner

Executioner
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.

Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 2), Ranger (SSgt), Sharpshooter (XCOM Tier 3), Shinobi (Cpl)


Extra Conditioning

Extra Conditioning
Run and Gun cooldown is reduced by one turn.

Available for: Assault (SSgt)


Field Medic

Field Medic
Equipped medikits have 2 extra charges.
  • If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.

Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 1)


Flashbanger

Flashbanger
Grants 1 free flashbang item to your inventory.

Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 1)


Fleche

Fleche
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.
  • You can trigger the Fleche ability by placing the movement cursor over an enemy.
  • A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy.
  • Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position up to 5 maximum bonus damage.

Available for: Gunner (XCOM Tier 2), Shinobi (Squaddie)


Flush

Flush
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits.
  • Flush has a 3 turn cooldown.
  • +30 bonus to aim.
  • Damage is reduced by 50%
  • Cannot crit or apply bonus ammo effects.
  • Cannot be used from concealment.
  • Target loses 10 defense and 30 dodge. The debuff lasts 1 turn and can stack. Requires the target to be hit to be affected.

Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 1), Gunner (Cpl)


Formidable

Formidable
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
  • Formidable reduces explosive damage taken by 50%.

Available for: Assault (SSgt), Grenadier (Sgt), Gunner (Cpl), Sharpshooter (XCOM Tier 2)


Fortify

Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 4 turn cooldown.
  • Activate to grant the soldier +20 defense until the beginning of the soldier's next turn.
  • This ability is a free action and has a 4-turn cooldown.

Available for: Assault (Sgt), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (SSgt), Shinobi (XCOM Tier 3)


Full Kit

Full Kit
Grants +1 charge per grenade item in a utility slot.
  • Grants +1 charge per grenade item in a utility slot.
  • Applies to explosive and support grenades as well as Battle Scanners.
  • Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.

Available for: Assault (XCOM Tier 3), Grenadier (MSgt), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 3)


Ghost Grenade

Ghost Grenade
A specialized smoke grenade that causes the targeted ally to enter concealment.
  • This ability only affects a single targeted ally; others in the smoke cloud are not concealed but do receive the defense bonus.
  • Uses one action and ends your turn.
  • One use per mission; abilities that add grenade charges do not provide any bonuses.
  • Only works on XCOM soldiers, as civilians do not have training in concealment techniques.
  • Small smoke cloud grants 20 defense; dense smoke bonuses do not apply.
  • It does not fit in the standard XCOM grenade launcher and must be thrown at a visible ally.
  • The Grenadier cannot use this ability when concealed.

Available for: Grenadier (MSgt)


Ghostwalker

Ghostwalker
Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s).
  • Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s) (including the current turn), as denoted by red tiles surrounding enemies who are not alerted to your presence.
  • Ghostwalker has a 4 turn cooldown.
  • Requires no actions to activate.
  • This ability also grants a small reduction in this soldier's impact on infiltration times.
  • Does not apply to ADVENT security towers.

Available for: Assault (XCOM Tier 1), Shinobi (LCpl)


Grazing Fire

Grazing Fire
Missed shots with your primary weapon have an additional roll to become a graze.
  • Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze.
  • This effect occurs after normal hit-miss-graze processing.
  • Targets with a dodge score subtract that score from the ability's success chance.

Available for: Assault (XCOM Tier 1), Gunner (LCpl), Ranger (TSgt)


Hail of Bullets

Hail of Bullets
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
  • Hail of Bullets requires 3 ammo points.
  • Hail of Bullets has a 5 turn cooldown.
  • Hail of Bullets does not work with sniper rifles.

Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 2), Gunner (Sgt), Ranger (XCOM Tier 2), Shinobi (XCOM Tier 2)


Hard Target

Hard Target
Gain 5 dodge per enemy you can see, up to a maximum of +30.
  • Gain 5 dodge per enemy you can see, up to a maximum of +30.
  • Units visible at squadsight ranges do not confer bonus.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Available for: Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 1), Shinobi (Sgt)


HEAT Warheads

HEAT Warheads
Your grenades now pierce up to 2 point(s) of armor and shred 1 additional point(s) of armor.
  • Your grenades now pierce (ignore) up to 2 point(s) of armor and shred 1 additional point(s) of armor.

Available for: Grenadier (SSgt)


Heavy Ordnance

Heavy Ordnance
Any damaging grenade in your grenade-only slot gains a bonus use.
  • All damaging grenades are viable for Heavy Ordnance.

Available for: Grenadier (Cpl)


HiDef Holo

HiDef Holo
Your Holotargeted enemies are easier to critically hit.
  • The critical hit bonus is +10 with the basic Holotargeter, but improves to +15 and +20 with advanced technology Holotargeting devices.

Available for: Sharpshooter (Sgt)


Hipfire

Hipfire
Firing the sawed-off shotgun no longer ends the turn.
  • With this ability, Point Blank and Both Barrels do not end the turn, allowing the soldier to shoot or move afterwards.

Available for: Ranger (XCOM Tier 1)


Hit and Run

Hit and Run
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters.
  • Cannot be used on the same turn as Run and Gun.
  • Bonus full actions from Serial and Death from Above will be awarded first.

Available for: Assault (TSgt), Grenadier (XCOM Tier 4), Gunner (XCOM Tier 4), Shinobi (TSgt)


Holo Targeting

Holo Targeting
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target.
  • Directed primary weapon-specific abilities will grant Holo Targeting.
  • Any abilities that target multiple units will not grant Holo Targeting.

Available for: Grenadier (XCOM Tier 2), Ranger (XCOM Tier 2)


Holotarget

Holotarget
Holotarget your enemy to grant an aim bonus to all attacks on this target by you and your allies for the remainder of the turn.
  • Holotargeting takes a single action.
  • The Holotargeting effect lasts until the start of your next turn.
  • Multiple holotarget effects do not stack with each other.
  • The aim bonus is +10 for the basic Holotargeter, and improves to +15 and +20 with better technology.
  • Holotargeting does not break concealment for you or your squad.

Available for: Sharpshooter (Squaddie)


Hunter's Instincts

Hunter's Instincts
Ranged attacks against flanked enemies deal +2 damage.

Available for: Grenadier (XCOM Tier 3), Gunner (XCOM Tier 4), Sharpshooter (GSgt), Shinobi (GSgt)


Implacable

Implacable
If you score one or more kills on your turn, you are granted a single bonus move.
  • The Fleche ability cannot be used after gaining a bonus move from Implacable.

Available for: Assault (XCOM Tier 4), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (TSgt), Sharpshooter (XCOM Tier 4), Shinobi (XCOM Tier 4)


Impulse

Impulse
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.

Available for: Ranger (XCOM Tier 2), Shinobi (XCOM Tier 1)


Independent Tracking

Independent Tracking
A Holotargeted enemy will remain so for 1 additional turn(s).
  • A Holotargeted enemy remains so for 1 additional turn(s).
  • Additional uses of Holotargeting on the same target will not stack.

Available for: Sharpshooter (SSgt)


Infighter

Infighter
Gain 40 dodge against attacks within four tiles.
  • Gain 40 dodge against attacks within four tiles.
  • Dodge bonus also applies to melee attacks.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Shinobi (XCOM Tier 2)


Inspire Agility

Inspire Agility
Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you gain an extra charge. Usable once per turn. Starts with one charge, and is a free action.
  • Give a friendly unit 30 Dodge until the start of your next turn.
  • Killing an enemy unit grants an extra charge.
  • Usable once per turn.
  • Starts with one charge and is a free action.

Available for: Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 2)


Iron Curtain

Iron Curtain
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
  • If this cone-based attack hits, Iron Curtain does 50% of normal damage and imposes -8 mobility to the enemy for 2 turn(s).
  • Iron Curtain has a 3 turn cooldown.
  • Uses 3 ammo.
  • Can be used after moving.
  • Iron Curtain does not work with shotguns or sniper rifles.
  • Allies in the cone can be hit by this ability.

Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 1), Gunner (SSgt), Ranger (XCOM Tier 1), Shinobi (XCOM Tier 1)


Kill Zone

Kill Zone
Take a reaction shot against any enemy that moves or attacks within a cone of fire.
  • There is no limit to the amount of Kill Zone shots a soldier can take outside of ammo counts.
  • Kill Zone utilizes Squadsight, even if the soldier does not have the Long Watch ability.
  • Kill Zone has a 4 turn cooldown.

Available for: Grenadier (XCOM Tier 3), Gunner (GSgt), Ranger (MSgt), Shinobi (XCOM Tier 3)


Killer Instinct

Killer Instinct
Activating Run and Gun grants +50% critical damage for the rest of the turn.

Available for: Assault (Sgt)


Knife Fighter

Knife Fighter
You may make a melee attack with your knife against adjacent enemies.
  • Knife attacks use one action and do not end your turn.

Available for: Gunner (Squaddie)


Launch Grenade

Launch Grenade
The Grenadier uses a grenade launcher to fire grenades rather than throwing them. This allows for greater range and grenade capacity.
  • All grenades benefit from the grenade launcher's range increase, including non-offensive munitions like Smoke Grenades.
  • An additional grenade can be equipped in a unique grenade-only slot.
  • The range of launched grenades can be further improved by upgrading to more advanced grenade launchers.

Available for: Grenadier (Squaddie)


Lead The Target

Lead The Target
Grants a +20% increased chance to hit, but delays the shot until the target takes an action on their turn. Costs two actions and has a 3 turn cooldown.
  • Carefully lead the target, granting a +20% increased chance to hit, but delaying the shot until the enemies turn. Takes two actions.
  • Lead The Target has a 3 turn cooldown.

Available for: Sharpshooter (XCOM Tier 2)


Lethal

Lethal
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

Available for: Assault (MSgt), Grenadier (XCOM Tier 4), Ranger (XCOM Tier 4), Sharpshooter (XCOM Tier 4), Shinobi (XCOM Tier 4)


Lick Your Wounds

Lick Your Wounds
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning.
  • Hunker Down restores 2 health when used, up to a maximum of 8 per mission.
  • Removes poison, burning, and acid burning.

Available for: Sharpshooter (XCOM Tier 1)


Light 'Em Up

Light 'Em Up
Standard shots with your primary weapon are not turn-ending.

Available for: Grenadier (XCOM Tier 3), Ranger (Squaddie), Shinobi (XCOM Tier 2)


Lightning Reflexes

Lightning Reflexes
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
  • Reaction fire shots against you have a significantly decreased chance to hit.
  • The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Available for: Assault (LCpl), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 3)


Lightning Slash

Lightning Slash
Attack any enemy within blue movement range with your weapon. This attack does not end the turn.
  • Attack any enemy within blue movement range with your weapon.
  • This attack does not end the turn.
  • Lightning Slash has a 3 turn cooldown.

Available for: Gunner (XCOM Tier 3), Shinobi (XCOM Tier 4)


Like Lightning

Like Lightning
When Run and Gun is activated, your Arc Thrower cooldown is immediately reset to 0.
  • When Run and Gun is activated, your Arc Thrower cooldown is immediately removed.
  • Does not apply to Chain Lightning.

Available for: Assault (XCOM Tier 1)


Lock N Load

Lock 'N Load
Kills with your primary weapon restore 1 ammo.

Available for: Assault (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Shinobi (XCOM Tier 2)


Lockdown

Lockdown
Gain +20 to hit against enemies who attempt to move when suppressed.
  • Gain +20 to hit against enemies who attempt to move when suppressed.
  • This stacks with other reaction fire bonuses.

Available for: Gunner (Cpl)


Locked On

Locked On
Gain +20 aim and +10 crit for successive shots at the same enemy unit.
  • Gain +20 aim and +10 crit for repeated shots at the same target. Not cumulative, and only applies to enemy units.
  • The effect persists in between multiple turns as long as the same target has been fired upon.
  • Area-of-Effect-based shots do not grant the bonus.

Available for: Assault (XCOM Tier 1), Ranger (Cpl), Shinobi (XCOM Tier 1)


Lone Wolf

Lone Wolf
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
  • Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant.
  • Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (Sgt), Shinobi (LCpl)


Long Watch

Long Watch
Allow Overwatch to trigger with Squadsight.
  • Like the Overwatch ability it upgrades, Long Watch suffers a base penalty to aim.
  • Long Watch also suffers the Squadsight penalty to aim that increases with distance.

Available for: Sharpshooter (SSgt)


Low Profile

Low Profile
Makes partial cover count as full.

Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (SSgt), Shinobi (SSgt)


Maim

Maim
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown.
  • Fire a shot with your primary weapon that does normal damage and immobilizes the target until the end of their next turn.
  • Useful to isolate a high-value target during an ambush.
  • Uses 1 ammo.
  • Maim has a 3 turn cooldown.

Available for: Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1)


Mayhem

Mayhem
Gain 25% bonus damage against enemies who attempt to move when suppressed.

Available for: Gunner (Sgt)


Multitargeting

Multitargeting
You may Holotarget multiple enemies with a 2 turn cooldown.
  • HiDef Holo, Independent Tracking, and Vital Point Targeting apply to all targets.
  • Area of effect radius is 4 tiles for the basic Holotargeter and improves to 5 and 6 tiles with better technology.
  • Multitargeting has a 2 turn cooldown.
  • Holotargeting does not break concealment for your squad.

Available for: Sharpshooter (GSgt)


Needle Grenades

Needle Grenades
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies.
  • You have received extra training that enables you to employ explosive grenades that deploy specialized slivers that leave enemy loot and corpse intact and tears through unreinforced material.
  • Loot and corpses of enemies killed by any other explosives of this soldier, such as heavy weapons, are also preserved.

Available for: Grenadier (LCpl)


None Shall Pass

None Shall Pass
During enemy turns, fire a free reaction shot that can critically hit with your sawed-off shotgun at any visible enemy within 3 tiles who moves or fires. Can only trigger once per turn.
  • Will not trigger if soldier is concealed.
  • Only triggers once per turn.
  • Uses 1 ammo and will only trigger if the sawed-off shotgun is loaded.
  • Can critically hit.
  • Works during any enemy turn: alien, Lost, Chosen and Ruler.

Available for: Ranger (XCOM Tier 4)


Open Fire

Open Fire
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.

Available for: Sharpshooter (XCOM Tier 3)


Overkill

Overkill
Your ranged attacks deal +2 more damage to units at 50% HP or less.

Available for: Assault (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 3)


Phantom

Phantom
When the squad is revealed, this soldier remains concealed.
  • Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment.
  • If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.

Available for: Assault (XCOM Tier 3), Sharpshooter (Cpl), Shinobi (Squaddie)


Point Blank

Point Blank
Fire your sawed-off shotgun at a nearby enemy.
  • Rapidly loses accuracy beyond four tiles range.
  • Uses one action.
  • Shotgun has two ammo.

Available for: Ranger (Squaddie)


Precision Shot

Precision Shot
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown.

Available for: Grenadier (XCOM Tier 1), Gunner (XCOM Tier 3), Sharpshooter (Sgt), Shinobi (XCOM Tier 1)


Predator

Predator
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.

Available for: Grenadier (XCOM Tier 2), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3)


Preservation

Preservation
When your concealment is broken, gain +15 defense for 2 turns.
  • When your concealment is broken, gain +15 defense for 2 turns.

Available for: Shinobi (XCOM Tier 1)


Protector

Protector
Non-damaging grenades in your grenade-only slot gain a bonus use.
  • All non-damaging grenades except Ghost Grenades are viable for Protector.

Available for: Grenadier (Cpl)


Pump Action

Pump Action
Gain two extra ammo in your sawed-off shotgun.

Available for: Ranger (Cpl)


Quick Zap

Quick Zap
Activate this ability to make your next arc thrower shot a free action. Has a 4 turn cooldown.
  • Activate this ability to make your next arc thrower shot a free action.
  • Quick Zap has a 4 turn cooldown.
  • Applies to the abilities Stun, Arc Pulser and Chain Lightning.

Available for: Assault (XCOM Tier 4)


Rapid Deployment

Rapid Deployment
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
  • Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
  • Applies to Smoke Grenades, Flashbangs, Shaped Charges and Battle Scanners.
  • Rapid Deployment has a 3 turn cooldown.

Available for: Assault (XCOM Tier 2), Grenadier (LCpl), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 2), Shinobi (XCOM Tier 2)


Rapid Fire

Rapid Fire
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
  • Rapid Fire has a 1 turn cooldown.

Available for: Assault (TSgt), Grenadier (XCOM Tier 4), Gunner (GSgt), Ranger (GSgt), Sharpshooter (XCOM Tier 4), Shinobi (MSgt)


Rapid Reaction

Rapid Reaction
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.

Available for: Ranger (GSgt)


Rapid Targeting

Rapid Targeting
You may Holotarget an enemy as a free action with a 4 turn cooldown. In addition, Holotargeting no longer ends your turn.
  • Using your Holotargeter no longer ends your turn.
  • In addition, Rapid Targeting lets you periodically use Holotargeting against a single enemy as a free action.
  • This works with HiDef Holo, Independent Tracking, and Vital Point Targeting.
  • This does not stack with Multitargeting.
  • Rapid Targeting has a 4 turn cooldown.
  • Holotargeting does not break concealment for your squad.

Available for: Sharpshooter (LCpl)


Ready For Anything

Ready For Anything
Enter overwatch after firing a turn ending standard shot with your primary weapon.

Available for: Assault (XCOM Tier 4), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3)


Reaper

Reaper
A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage.
  • Reaper has a 4 turn cooldown.
  • Reaper cannot be combined with Run and Gun.
  • As the damage with each successful Reaper strike is reduced, careful ordering of targets may be required to ensure the longest chain of attacks.
  • Each kill will reduce damage dealt by 3.

Available for: Shinobi (TSgt)


Reposition

Reposition
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon.
  • Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon.
  • Works with Hit and Run.

Available for: Assault (XCOM Tier 3), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 2)


Resilience

Resilience
Enemy attacks against you suffer a -30 penalty to critical hit chances.

Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 3)


Return Fire

Return Fire
When targeted by enemy fire, automatically fire back with your primary weapon once per turn.
  • Return Fire will only trigger once per turn.
  • Return Fire can be triggered by melee attacks and area of effect attacks.
  • Return Fire will not trigger when targeted by overwatch fire.

Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 2)


Ruthless

Ruthless
Killing a panicked or disoriented enemy with your sawed-off shotgun refunds one action point.
  • By cleverly combining the effects of Brutality and Ruthless, you can kill multiple enemies per turn with your sawed-off shotgun.
  • There is no limit to the number of Ruthless activations per turn.

Available for: Ranger (XCOM Tier 3)


Run and Gun

Run and Gun
Take an action after dashing.
  • Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position.
  • Run and Gun has a 4 turn cooldown.

Available for: Assault (Squaddie), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 4), Sharpshooter (XCOM Tier 4), Shinobi (XCOM Tier 3)


Rupture

Rupture
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future.
  • Rupture requires 3 ammo points.
  • Rupture has a 4 turn cooldown.
  • Ruptured targets take 3 additional damage from every attack.

Available for: Gunner (GSgt), Ranger (MSgt), Sharpshooter (XCOM Tier 4), Shinobi (XCOM Tier 3)


Salvo

Salvo
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
  • Soldiers with the Salvo ability are prime candidates for heavy armor.

Available for: Assault (XCOM Tier 1), Grenadier (GSgt), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 1)


Sapper

Sapper
Your explosives can destroy many cover objects.
  • Sapper allows frag grenades and other explosives to destroy many cover objects.

Available for: Grenadier (LCpl)


Saturation Fire

Saturation Fire
Fire a cone shaped barrage of bullets at every enemy in an area. In addition, the cover of those enemies can be damaged or destroyed. Uses a lot of ammunition.
  • Saturation Fire requires 4 ammo points.
  • Saturation Fire has a 7 turn cooldown.
  • Saturation Fire will take a standard shot at every enemy in the cone, and will damage or destroy random cover elements in the cone.

Available for: Gunner (MSgt)


Scrap Metal

Scrap Metal
Kills with your primary weapon restore one sawed-off shotgun charge.
  • Kills with your primary weapon restore one sawed-off shotgun charge.
  • This does not apply to kills from using the sawed-off shotgun itself.
  • This ability cannot grant ammo if the sawed-off shotgun charges are already at their starting value.

Available for: Ranger (XCOM Tier 3)


Serial

Serial
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack.
  • Serial is meant to chain enemy kills in a single action, as every kill is essentially free.
  • Every successful kill does result in a reduction to critical hit chance and damage, however.
  • Serial has a 7 turn cooldown.

Available for: Assault (XCOM Tier 4), Gunner (XCOM Tier 4), Ranger (XCOM Tier 4), Sharpshooter (MSgt)


Shadowstep

Shadowstep
This soldier does not trigger overwatch or reaction fire.
  • A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates.
  • This ability cannot be disabled in any way.

Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 1), Shinobi (Cpl)


Shadowstrike

Shadowstrike
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
  • Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.

Available for: Assault (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 2), Shinobi (SSgt)


Shooting Sharp

Shooting Sharp
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.

Available for: Sharpshooter (XCOM Tier 3)


Shredder

Shredder
Your primary weapon attacks shred armor.
  • A successful shot with a conventional weapon will shred 1 armor from the target.
  • More advanced weapons will shred more armor from targets.

Available for: Grenadier (XCOM Tier 2), Gunner (Sgt), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 3)


Slash

Slash
Attack an adjacent target with your sword. Uses one action.
  • Attack an adjacent target with your sword.
  • Uses one action and doesn't automatically end your turn, so two attacks a turn are possible.

Available for: Shinobi (Squaddie)


Slug Shot

Slug Shot
Special shot for primary-weapon shotguns only: Fire a shot that pierces 2 armor and has no range penalties. Uses 1 ammo. Has a 2 turn cooldown.
  • Special shot for primary-weapon shotguns only: Fire a shot with no range penalties.
  • The shot will pierce 2 armor point(s).
  • The shot also gains +10 aim
  • Slug shot has a 2 turn cooldown.
  • Requires 1 ammo.

Available for: Assault (LCpl)


Smoker

Smoker
Grants one free smoke grenade item to your inventory.

Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 1)


Snap Shot

Snap Shot
You may take standard shots with your sniper rifle after moving, but you suffer severe range penalties beyond 5 tiles of squadsight range.
  • The soldier may now use the sniper rifle for standard shots after moving, but suffers extreme aim penalties at targets beyond 22 tiles range on those shots.
  • The soldier may not enter overwatch with the sniper rifle after moving.
  • Snap shot reduces close range penalties by 67%
  • Snap shot can be used for the following abilities: Chain Shot, Rapid Fire, Disabling Shot, Precision Shot, Deadeye

Available for: Sharpshooter (LCpl)


Squadsight

Squadsight
You can target enemies within squadmates' sight, provided there is line of sight to the target.
  • Squadsight is best augmented by high ground, allowing soldiers relatively clear sight lines and an additional aim bonus to offset Squadsight's aim penalty.
  • When using Squadsight, there is no limit on how far your targets can be, but an aim penalty accumulates with distance.
  • Overwatch shots do not use squadsight by default.

Available for: Sharpshooter (Squaddie)


Steady Hands

Steady Hands
If you did not move last turn, gain +10 Aim and +10 Critical chance.
  • The Steady Hands bonus does not stack over multiple turns.
  • Steady Hands doubles down on the need to find a high sniper's nest with good sightlines.

Available for: Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 2)


Stiletto

Stiletto
Shots fired with your primary weapon pierce 3 armor.

Available for: Assault (XCOM Tier 4), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 4), Ranger (XCOM Tier 4), Shinobi (XCOM Tier 3)


Sting Grenades

Sting Grenades
Your flashbang grenades have a 50% chance to stun enemies.
  • Your flashbang grenades have a 50% chance to stun enemies.
  • Enemies' innate flashbang resistance does not affect stun chance.
  • Bluescreen Bombs is not required to affect mechanical units.

Available for: Grenadier (TSgt)


Street Sweeper

Street Sweeper
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover.
  • Medium-range, cone-based shotgun attack.
  • The spread pattern is blocked by heavy cover.
  • Uses one action and 2 ammo.
  • Street Sweeper has a 5 turn cooldown.
  • Does 3 bonus damage against unarmored targets within the spread pattern.
  • Cannot be used with non-shotgun weapons.
  • Allies can be injured by this attack.

Available for: Assault (MSgt)


Stun

Stun
Fire your Arc Thrower to incapacitate a target.
  • The Arc Thrower is effective anywhere in the soldier's sight range, doing no damage but stunning targets for their next turn if it hits.
  • Improved versions can extend the duration of the stun effect.
  • Requires one action and ends the soldier's turn when fired.
  • Can use every other turn.
  • Ineffective against mechanized units without additional soldier training.

Available for: Assault (Squaddie)


Stun Gunner

Stun Gunner
Your Arc Thrower now has a bonus to hit.
  • The bonus starts at +20 and increases with better Arc Thrower technology, to a maximum of +30.

Available for: Assault (Sgt)


Suppression

Suppression
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim.
  • Suppression costs 2 ammo points to use, but has no cooldown.
  • Suppression will be canceled if the suppressing unit is damaged.
  • If multiple units suppress a target, the aim penalty will not stack.
  • May not be used if sniper rifle or shotgun-class weapons are equipped.
  • Suppression restricts many of the target's abilities, including the use of rockets and grenades.

Available for: Gunner (Squaddie), Ranger (SSgt)


Survival Instinct

Survival Instinct
Gain 20 Defense and 20 Crit chance while injured.
  • The bonuses are lost if you are healed back to full health.

Available for: Assault (XCOM Tier 2), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 2)


Tactical Sense

Tactical Sense
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
  • Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense.
  • Units visible at squadsight ranges do not confer bonus.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 2), Ranger (GSgt), Sharpshooter (XCOM Tier 2), Shinobi (XCOM Tier 3)


Tandem Warheads

Tandem Warheads
Your grenades, rockets and heavy weapons do full damage to the maximum extent of their area of effect.
  • Your grenades, rockets and heavy weapons do full damage to units to the maximum extent of their area of effect.
  • This doesn't apply to environmental damage.

Available for: Grenadier (SSgt)


Target Focus

Target Focus
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
  • Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
  • Unflankable enemies are ones that can't take cover, such as Drones, MECs and Berserkers.

Available for: Assault (XCOM Tier 2), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 1)


Thats Close Enough

That's Close Enough
During enemy turns, fire your arc thrower at any visible enemy within 1 tile(s) that moves or fires. Shares cooldown with the arc thrower's Stun ability.
  • Will not trigger if soldier is concealed.
  • This ability can trigger 1 time(s) per turn.

Available for: Assault (XCOM Tier 4)


Tradecraft

Tradecraft
This soldier has significantly reduced infiltration times while on missions.

Available for: Assault (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (GSgt)


Traverse Fire

Traverse Fire
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.

Available for: Assault (XCOM Tier 2), Gunner (MSgt)


Trench Gun

Trench Gun
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown.
  • Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets.
  • Trench Gun has a 4 turn cooldown.
  • Requires 1 ammo.
  • Ability will not be available with other primary weapons.
  • The shot will not penetrate heavy cover, so this ability is best used in flanking situations.
  • Allies in the area of effect can take damage.

Available for: Assault (Cpl)


Trench Warfare

Trench Warfare
If you get at least one kill during your turn, automatically Hunker Down at the end of it.
  • If you get at least one kill during your turn, automatically Hunker Down at the end of it.
  • You will only Hunker Down if you would normally be able to.

Available for: Grenadier (XCOM Tier 2), Shinobi (XCOM Tier 2)


Unlimited Power

Unlimited Power
Firing your arc thrower no longer ends your turn.
  • Works for all arc thrower abilities, including Chain Lightning.

Available for: Assault (XCOM Tier 2)


Untouchable

Untouchable
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
  • When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.

Available for: Assault (GSgt), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 2)


Vital Point Targeting

Vital Point Targeting
Attacks against your Holotargeted enemies deal more damage.
  • The Vital Point Targeting damage bonus is +1 for the basic Holotargeter, and increases to +2 with improved Holotargeting technology.
  • Damage bonus is applied to melee and direct (non-Area of Effect) projectile attacks.

Available for: Sharpshooter (TSgt)


Volatile Mix

Volatile Mix
Your grenades' area of effect is increased by one tile.
  • Your grenades do regular and environmental damage in the expanded area of effect, and apply any additional effects there as well.

Available for: Grenadier (GSgt)


Walk Fire

Walk Fire
Take a highly accurate shot with +30 bonus to hit 66% damage and -30 crit. Uses 2 ammo.
  • This is a special shot in which the soldier adjusts their aim in the middle of an automatic weapon burst, conferring +30 aim and -30 crit and doing 66% damage.
  • Consumes 2 ammo.

Available for: Ranger (LCpl)


Watch Them Run

Watch Them Run
After throwing or launching a grenade, you will automatically enter overwatch.
  • After throwing or launching a grenade, you will automatically enter overwatch.

Available for: Grenadier (XCOM Tier 4)


Weapon Handling

Weapon Handling
Reduces the Aim penalty for short-range primary weapon shots by 67%.
  • Weapon Handling does not affect the aim penalty from Snap Shot.

Available for: Gunner (XCOM Tier 1), Sharpshooter (XCOM Tier 2)


Whirlwind

Whirlwind
If you hit with a melee attack during your turn, gain a bonus move.
  • A soldier can only gain one move per turn with this ability.

Available for: Gunner (XCOM Tier 2), Shinobi (GSgt)


Will To Survive

Will To Survive
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
  • Enemy damage is reduced by 1 when in cover and attacked through that cover.
  • Cover against explosives and other indirect attacks is calculated from the point of the explosion.
  • Armor piercing effects do not eliminate this bonus.
  • This unit also permanently gains 5 will.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Available for: Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1)


Zone of Control

Zone of Control
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.

Available for: Assault (XCOM Tier 2), Shinobi (XCOM Tier 2)

Pistol Perks

Officer Perks

Psionic Perks

Enemy Perks