Psi Operative:
Primary: Rifle(default), SMG or Shotgun; Secondary: Psi Amp
Abilities (As of LW2 Version 1.3)
Mouse-over for more information.
Ability
|
Rank
|
Ability
|
Does guaranteed psionic damage to an organic enemy. Ignores cover and armor.
|
Initiate
|
Learn officer and AWC bonus abilities in half the time.
|
Telepath
|
|
Resonate
|
Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target.
|
Acolyte
|
Grants bonus will, crit and ablative hit points to an ally until the beginning of the player's next turn.
|
Insanity now does a small amount of guaranteed damage, and applies Rupture to the target.
|
Adept
|
The Psi Operative may immediately extinguish mental impairments for a squadmate.
|
Soulfire transfers half of the damage done back to the Psi Operative as health.
|
Disciple
|
The Psi Operative is immune to fire, poison, acid, and explosive damage.
|
Completely stuns the target for 1 turn, but renders them immune to any damage or attack.
|
Mystic
|
Increases effectiveness of Mind Merge by conferring larger bonuses to will, crit and ablative hit points and reducing its cooldown period.
|
If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.
|
Warlock
|
Stasis can be cast on allies, rendering them immune to any attacks, and stunned, for 1 turn.
|
Project a beam of terrible power that damages every target it passes through. This attack can penetrate multiple enemies and obstacles.
|
Magus
|
Fortress now provides immunity to nearby teammates.
|
Generate an explosive field of Psionic energy that immediately damages everything within. Organic enemies have a chance to suffer Insanity.
|
Master
|
Permanently mind control an enemy. Only one successful Domination can be performed per mission.
|
Stat Progression
Rank
|
Per Level
|
Total
|
Health
|
Offense
|
Will
|
Mobility
|
Dodge
|
Hacking
|
Psi Offense
|
Health
|
Offense
|
Will
|
Mobility
|
Dodge
|
Hacking
|
Psi Offense
|
Initiate
|
1
|
2
|
9 - 17
|
0
|
0
|
0
|
45
|
1
|
2
|
9 - 17
|
0
|
0
|
0
|
45
|
Acolyte
|
0
|
2
|
9 - 17
|
0
|
0
|
0
|
4
|
1
|
4
|
18 - 34
|
0
|
0
|
0
|
49
|
Adept
|
0
|
2
|
4 - 12
|
0
|
0
|
0
|
4
|
1
|
6
|
22 - 46
|
0
|
0
|
0
|
53
|
Disciple
|
0
|
2
|
4 - 12
|
0
|
0
|
0
|
4
|
1
|
8
|
26 - 58
|
0
|
0
|
0
|
57
|
Mystic
|
1
|
2
|
4 - 12
|
0
|
0
|
0
|
4
|
2
|
10
|
30 - 70
|
0
|
0
|
0
|
61
|
Warlock
|
0
|
2
|
4 - 12
|
0
|
0
|
0
|
4
|
2
|
12
|
34 - 82
|
0
|
0
|
0
|
65
|
Magus
|
0
|
2
|
4 - 12
|
0
|
0
|
0
|
4
|
2
|
14
|
38 - 94
|
0
|
0
|
0
|
69
|
Master
|
1
|
2
|
4 - 12
|
0
|
0
|
0
|
4
|
3
|
16
|
42 - 106
|
0
|
0
|
0
|
73
|
- This class gains no Strength, though it's only used for alien abilities.
Training Time
Formula for time to train a skill: Training Time = Base Training + Scalar * Rank Difference
- Base training = 3/4/4/4 days
- Scalar = 7/8/10/10 days
Examples using Commander/Legend ranks
If the soldier is the same rank as the ability, it will take 4 days to train.
If the soldier is 1 rank below the ability, it will take 4+10*1 = 14 days to train.
If the soldier is 6 ranks below the ability, it will take 4+10*6 = 64 days to train.
- A scientist staffing the Psi Lab will reduce training time by 50%
If a psi solder is training in the tube and you send them to infiltrate a mission, another soldier can train in that psi tube; the soldier that was in the tube will be on hold upon return from his/her mission.
Prerequisites
See Also