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Abilities List (LWR)

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Contents


Normal Perks

Absorption Fields
Absorption Fields
Absorption Fields
Gain 5% DR. Shots from beam weapons (laser/pulse/drone/cyberdisc) lose half of their penetration when targeting this unit.

Available for:
XCOM: Goliath, Shogun, SHIV
Aliens: Mechtoid, Sectopod, Exalt SHIV Leaders
Ace
Ace
Ace
If this unit has not moved, the first standard shot costs 0 AP. Grants +1 small equipment slots.

Available for:
XCOM: Infantry
Acid Tech
Acid Tech
Acid Tech

Acid grenades/spit damage armor on impact equal to 25% of armor HP (max 5, bypasses DR). Shots gain a 35% chance (100% if steadied) to apply corrosion.


Available for:
XCOM: Rocketeer, Engineer
Aliens: Thin Man Leaders
Aggression
Aggression
Aggression
Shots gain +10% crit damage per enemy in sight.

Arsenal
Arsenal
Arsenal
Grenade Launchers and Restorative Mists receive two additional uses. Grenades deal +1 damage and Restorative Mists heal 1 more HP. Grants +1 ammo.

Available for:
XCOM: Shogun
Awareness
Awareness
Awareness
A state of constant alertness grants this unit +20 defense at all times. Does not apply against attacks from steadied shots.

Blast
Blast
Blast
Grants +20% radius and +1 damage to explosives. Does not affect Gravity Mines.

Available for:
XCOM: Rocketeer, Goliath
Body Shield
Body Shield
Body Shield
Grants a 50% chance for incoming shots to graze, dealing only half of their original damage. The nearest visible enemy suffers -20 aim against this unit and cannot critically hit it.

Available for:
Equipment: LMEC Suits
Brawler
Brawler
Brawler

If this unit is idle and has not been damaged this turn, incoming shots within 4 tiles graze (dealing only half of the original damage).


Available for:
XCOM: Assault, Marauder
Breacher
Breacher
Breacher

The first grenade use each turn costs 0 AP but reduces mobility to 3.3 tiles until it has no AP remaining or the end of the turn. This soldier's grenades do not damage this soldier gain +35% weapon damage and +35 penetration but have -70% range. Equipped grenades receive an additional use and have no weight.


Available for:
XCOM: Assault
Bring 'Em On
Bring 'Em On
Bring 'Em On

This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight.


Burst
Burst
Bulletstorm

Standard non-reaction shots give the target and each enemy behind the target (but within 4 tiles) a 25% chance to take Suppressive Fire. [Suppressive Fire deals 40% standard shot damage]


Available for:
Equipment: SAWs, LMGs
Bull Rush
Bull Rush
Bullseye
Grants +25 aim, +25 crit and +25% crit damage to shots fired at 2 AP, steadied shots or shots at preoccupied targets (double bonus if two conditions are met, triple if all three).

Available for:
XCOM: Scout, Shogun
Burst
Burst
Burst
Fire a +35 aim shot with x less damage (where x is half of the weapon's base damage). Requires 2 ammo.

Available for:
Equipment: SMGs, SAWs, LMGs, Vulcan Cannons
Close Combat Specialist
Close Combat Specialist
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30]

Available for:
XCOM: Marauder, SHIV
Aliens: Outsider
Close Encounters
Close Encounters
Close Encounters
The first standard shot against an enemy within 4 tiles will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants immunity to critical hits and reaction fire from enemies within 4 tiles.

Collateral Damage
Collateral Damage
Collateral Damage

Use a full magazine of ammo to destroy some cover and deal 20% of base weapon damage per ammo spent in a 5 tile radius up to 8 tiles away and then reload the main weapon. Leaves this unit with 1 AP and reduces mobility to 3.3 until out of AP. Does not work while in One For All. Destroys Corpses. 3 turn cooldown.


Available for:
XCOM: Shogun
Combat Drugs
Combat Drugs
Combat Drugs

Smoke grenades grant +25 aim and +15 crit. On detonation, if this unit is in the Area of Effect, they Enrage. Smoke grenades also passively heal 2 HP at the end of the turn. Only affects units that are breathing the smoke. Does not work in dense smoke.


Available for:
XCOM: Medic
Critical System Targeting
Critical System Targeting
Critical System Targeting
Shots against autopsied mechanical units deal +20% damage and gain +20 penetration (+50% damage and +50 penetration if steadied). Does not work with Arc Weapons.

Damage Control
Damage Control
Damage Control
Grants +5 DR and +10 crit resistance each time damage is received. If shredded, reduce shred to a maximum of 50% at end of turn.

Available for:
XCOM: SHIV
Aliens: Mechtoid, Sectopod, Exalt SHIV Leaders
Equipment: Aegis Armor, Titan Armor, HMEC Suits
Dampening Shield
Dampening Shield
Dampening Shield
Grants proximity-based DR from shots against this unit over 10 tiles away (+3% DR per tile further than 10).

Available for:
XCOM: Goliath
Aliens: Outsider
Danger Zone
Danger Zone
Danger Zone

Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target. Upgrades suppressive fire against airborne units to 60% standard shot damage.


Available for:
Aliens: Muton Elite, Exalt Heavy, Exalt Elite Heavy
Equipment: LMGs
Dash and Bash
Dash and Bash
Dash and Bash

Allows a Kinetic Strike at 0 AP if the last AP was spent moving. When active, KSM attacks gain +50% base weapon damage and disables the AP discount from Onslaught. Cannot activate if out of ammo. 2 turn cooldown.


Available for:
XCOM: Marauder
Dense Smoke
Dense Smoke
Dense Smoke
Smoke grenades grant an additional +20 defense (+50 defense total -- defense affects psi as well). Using a smoke grenade costs 0 AP.

Available for:
XCOM: Engineer
Aliens: Exalt Vanguard, Exalt Elite Vanguard
Disabling Shot
Disabling Shot
Disabling Shot
Fire a 0 AP 1 damage shot that disables the target's main weapon. Grants +1 ammo to primary weapons. Does not work against mechanical targets (except SHIVs). Cannot be used after activating In The Zone. 3 turn cooldown. Only for Sniper/Strike Rifles.

Available for:
XCOM: Sniper, Scout
Double Tap
Double Tap
Double Tap
Shooting allows this unit to fire an extra shot if not out of ammo or targets. The extra shot gains +20 aim/crit if it's the same target. 1 turn cooldown after 2nd shot is used.

Available for:
XCOM: Gunner, Engineer, Goliath
Executioner
Executioner
Executioner
Grants +1 damage and +20 aim against targets at or below half HP. Double the effects if using a sidearm.

Extra Conditioning
Extra Conditioning
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.

Available for:
XCOM: All Soldiers
Fast and Furious
Fast and Furious
Fast and Furious
After moving, if this unit still has AP remaining, the next non-movement idle-ending action costs 0 AP.

Available for:
XCOM: Covert Operative
Field Medic
Field Medic
Field Medic
Grants 2 free medikits. Medikits heal +1 HP (+2 if an idle Engineer is within 4 tiles). Stabilization costs 0 AP and no longer consumes a medikit.

Available for:
XCOM: Medic
Aliens: Exalt Vanguard, Exalt Elite Vanguard
Final Stand
Final Stand
Final Stand
On this last, desperate mission, each soldier pushes past their limits, bringing more equipment than they can normally carry to ensure every tool is at their disposal. Doubles the uses of all grenades, medikits, mists, repairs, rockets, flamethrowers, commands, and battle scanners.

Available for:
XCOM: All Soldiers on a final mission
Fire Rocket
Fire Rocket
Fire Rocket
Grants the ability to use and equip a rocket launcher. Rocket scatter is affected by max base HP. Firing a rocket with 1 AP triples scatter and decreases range by 20%. 2 turn cooldown.

Available for:
XCOM: Rocketeer
Flight
Flight
Flight
Flying units can bypass ground obstacles. Gain 30 defense and immunity to being exposed while in flight. XCOM Only: Units need sufficient fuel to remain in flight.

Fortified
Fortified
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 15%.

Available for:
XCOM: Marauder, Goliath, Shogun, SHIV
Aliens: Sectopod, Exalt SHIV Leaders
Fragmentation
Fragmentation
Fragmentation

Explosives critically hit exposed targets, have double the bleed chance, and apply 2 stacks if they cause bleeding.


Available for:
XCOM: Assault, Rocketeer, Goliath, Shogun
Gattler
Gattler
Gattler

Collateral Damage can fire 2 tiles further and has its cooldown reduced by 1 turn.


Available for:
XCOM: Shogun
Ghost
Ghost
Ghost
Activate to turn invisible until your next action or next turn (2 turn cooldown). Cannot Ghost while holo targeted. Attacks made while Ghosted gain +30 crit.



Available for:
Equipment: Ghost Armor
Grapple
Grapple
Grapple
Using the Grapple costs 0 AP and can propel this soldier up to 15 tiles clearing this unit from all overwatching aliens. Single use only.

Grenadier
Grenadier
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades and MEC launchers receive an additional use and have no weight.

Available for:
XCOM: Infantry, Rocketeer, Engineer, Goliath, Shogun
Regen Biofield
Regen Biofield
Grit
Grants +4 armor HP and %DR equal to a quarter of the % total HP lost.

Guardian
Guardian
Guardian

Grants a free medikit and +1 ammo to primary weapons. Medikits heal +2 HP if not self-applied. If this unit's last action was using a medikit, overwatch activates at the end of the turn (except when at risk of triggering reaction fire).


Available for:
XCOM: Medic
Hardened
Hardened
Hardened

This unit cannot be exposed and gains +35% DR.

HEAT Warheads
HEAT Warheads
HEAT Warheads

Explosives gain +40 penetration and apply 50% more shred.


Available for:
XCOM: Assault, Rocketeer, Engineer
Hit and Run
Hit and Run
Hit and Run

The first shot taken at a preoccupied target or target damaged each turn will leave this unit with 1 AP, but limits this unit to using only mobility, officer, psionic, and non-arm-based MEC actions until they reach 0 AP. After repositioning, shots gain +25% crit damage until next turn.


Available for:
XCOM: Scout, Shogun
Holo Rounds
Holo Rounds
Holo Rounds

Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration].


Hunter
Hunter
Hunter
This unit cloaks at the beginning of each turn if it can see an enemy, has ammo, and is idle. All hiding (Cloaked or Stealthed) breaks at the end of turn or after a non-movement action. When cloaked, shots gain +50% weapon damage and +30 crit. Grants Combined Arms [All weapons and equipment deal +1 damage].

Available for:
XCOM: Jaeger
Impact
Impact
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors.

Available for:
XCOM: Sniper, Scout, Infantry, Gunner, Jaeger
In The Zone
In The Zone
In The Zone
Shooting with a steadied weapon allows this unit to fire 3 additional chain shots until they run out of ammo or targets. Chain shots have a stacking -20 crit malus. If this unit has not moved, standard shots outside an ITZ chain gain +15 aim/crit and trigger a free reload.

Available for:
XCOM: Sniper
Jetboot Module
Jetboot Module
Jetboot Module
When activated, grants +3.3 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Stealth, or Ghosting).

Available for:
XCOM: Jaeger, Marauder, Shogun
Killer Instinct
Killer Instinct
Killer Instinct
Grants +30% crit damage.

Available for:
XCOM: Assault, Jaeger
Kitted
Kitted
Kitted
Grants a medikit and a smoke grenade. If this unit does not have a scope, it gains a generic scope (+10 aim). If this unit does not have a plating, it gains a generic plating (+2 armor HP).

Available for:
XCOM: Scout, Infantry, Gunner, Rocketeer
Light 'Em Up
Light 'Em Up
Light 'Em Up
Standard shots cost only 1 AP and gain both +3 penetration and +0.5 damage for each instance of damage their target took this turn.

Lock n' Load
Lock n' Load
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.

Lone Wolf
Lone Wolf
Lone Wolf
Grants 10 aim, crit, def and crit resist if not within 6 tiles of an allied unit.

Available for:
XCOM: Sniper, Jaeger, Marauder
Low Profile
Low Profile
Low Profile
Partial cover grants the defense and DR bonus of full cover.

Magnum
Magnum
Magnum

Sniper rifles, strike rifles and pistols gain +50% weapon damage. Standard and Precision shots pass through to enemy units behind the target (up to 24 tiles, non-reaction shots only, not amplified by target modifiers).


Available for:
XCOM: Sniper
Maim
Maim
Maim
Fire 2 shots at -20 aim that deal 1 damage each. Any damage against a biological target with 1 HP will Maim the target instead of dealing damage, preventing the target from performing reactive fire and skipping it's next turn.

Available for:
Equipment: Pistols
Master Mechanic
Master Mechanic
Master Mechanic

Increases the healing of repair by +4 HP and grants an additional use. Explosive shots that hit friendly SHIVs do not damage this soldier. When in partial cover adjacent to a SHIV: Both this unit and the SHIV gain 20% DR.


Available for:
XCOM: Engineer
Mayhem
Mayhem
Mayhem
Suppression damages enemies immediately with a round of suppressive fire. Suppressive Fire can cause bleeding.

Available for:
XCOM: Gunner
Aliens: Muton, Muton Elite
Mechanic
Mechanic
Mechanic

Grants 2 uses of Repair [Heal a mechanical unit for 5 HP and remove corrosion]. Removes corrosion from all adjacent allies after each action. When in partial cover adjacent to a SHIV: Gain Low Profile [Partial cover grants the defense and DR of full cover] and when that SHIV takes damage heal the SHIV for 25% of the damage taken (heal only occurs if engineer is idle, steadied, or on overwatch).


Available for:
XCOM: Engineer
One for All
One for All
One for All

Upon activation: +20% DR, remove all base defense, critical hit immunity, reactive fire disabled, negates Critical System Targeting and Explosive Shots on incoming attacks, and acts as full cover element. Lasts until unit moves or uses an arm-based weapon. Does not trigger reaction fire.


Available for:
XCOM: All MEC Troopers
Onslaught
Onslaught
Onslaught

The first use of the Kinetic Strike Module each turn will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants Ram.


Available for:
XCOM: Marauder
On The Ready
On The Ready
On The Ready
Being Combat Ready grants +35% base weapon damage. Non reaction shots grant Combat Readiness. If this unit's last action was a shot or a manual activation of combat readiness, overwatch activates at the end of the turn (except when at risk of triggering reaction fire).

Available for:
XCOM: Sniper
Overload
Overload
Overload
Standard shots have a chance to disorient mechanical units equal to the percent of total HP lost.

Available for:
Equipment: Arc Rifle, Arc Pistol
Pathfinder
Pathfinder
Pathfinder
Grants +1 Battlescanner and +0.6 mobility. If this unit activates enemies when moving, they regain up to 2 AP. Does not apply to covert operatives. Maximum of one activation per turn. Fails if another allied unit acts before the pod finished activating.

Available for:
XCOM: Scout
Payload
Payload
Payload
Grants +30% throw range and +50% weapon damage to explosive grenades.

Available for:
XCOM: Infantry
Penetrator
Penetrator
Penetrator
The primary weapon gains +15 penetration.

Available for:
XCOM: Gunner
Aliens:Muton Elite Leaders
Equipment: Armor Piercing Ammo
Platform Stability
Platform Stability
Platform Stability
If this unit is on the ground and has not moved, they gain: +15 aim, -80% rocket scatter, and +1 damage to suppressive fire. Allows steadying of Autocannons, Vulcan Cannons, SAWs, and LMGs. Prevents damage from breaking a steadied weapon.

Available for:
XCOM: SHIV
Equipment: Alloy Bipod
Pistolero
Pistolero
Pistolero
Reaction shots from pistols gain +50% weapon damage, +50% close range aim bonus, and the ability to crit. If idle at end of turn, draws their pistol. If wielding a pistol, fire a reaction shot at any enemy within 4 tiles that acts. [Pistolero reaction shots bypass half of cover DR/def and require hit chance >30]

Available for:
XCOM: Assault, Medic
Precision Shot
Precision Shot
Precision Shot
Fire a shot that has no squadsight penalties, +30 aim, and +30 crit. The shot will never graze. 3 turn cooldown. Only for Strike/Sniper Rifles.

Available for:
XCOM: Sniper, Scout
Pyro
Pyro
Pyro

The first Flamethrower use each turn will leave this unit with 1 AP. Flamethrowers deal -3 damage and gain +5 charges.


Available for:
XCOM: Jaeger
Ram
Ram
Ram

If this unit moves at least 6 tiles in a mostly straight line towards the tile directly in front of an enemy, this unit will hit that enemy for x melee damage, where x is half of the distance moved + 1 for every 10 max HP this unit has.


Available for:
XCOM: Marauder, SHIV
Ranger
Ranger
Ranger

Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads.


Available for:
XCOM: Sniper, Scout, Infantry, Assault, Rocketeer, Medic, Engineer
Rapid Encounters
Rapid Encounters
Rapid Encounters
Grants Rapid Fire. The first Rapid Fire against an enemy within 4 tiles will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action.

Available for:
XCOM: Medic


Rapid Fire
Rapid Fire
Rapid Fire

Fire twice with your primary weapon; accuracy gains above 50% hit chance only contribute half to final hit chance.


Available for:
XCOM: Assault, Medic, Jaeger
Reactive Targeting Sensors
Reactive Targeting Sensors
Reactive Targeting Sensors
Once per turn, if this unit is not suppressed and is shot: Attempt to return fire with a +20 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]

Ready For Anything
Ready For Anything
Ready For Anything

At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, overwatch activates. If this unit has not moved, reaction shots gain +10 aim.


Reconnaissance
Reconnaissance
Reconnaissance
Displays information on the nearest aliens that are not hiding after each non-dash move. Provides additional information on sneaking aliens. The first battle scanner used each turn costs 0 AP. Grants a free battle scanner. Grants Low Profile [Partial cover grants the defense and DR bonus of full cover].

Available for:
XCOM: Scout
Repair
Repair
Repair
Heal a mechanical unit for 5 HP and remove corrosion.

Available for:
XCOM: Engineer
Aliens: Drone
Repair Servos
Repair Servos
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to 50% of the damage sustained. Each servo can heal 1 HP. At end of turn, use 20% the servos available (minimum 1). Active servos are removed if this unit is fully healed or corroded.

Repulsor
Repulsor
Repulsor
If at full HP, non-psionic attacks are repulsed, causing them to graze (dealing only half of the original damage)

Robotic
Robotic
Robotic
This unit is immune to bleeding, psionic attacks, panic, and fire. This unit also cannot be stunned, maimed, or strangled.

Available for:
XCOM: SHIV
Aliens: Drone, Seeker, Cyberdisc, Sectopod
Run and Gun
Run and Gun
Run and Gun
Activate to allow shooting or overwatching at 0 AP if the last AP was spent moving. When active: Gain +20 crit, +20% crit damage, immunity to reaction fire, but the AP discount from Close Encounters is disabled. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle.

Available for:
XCOM: Assault
Sapper
Sapper
Sapper
Explosives deal +1 damage, gain +20 penetration, and double environmental damage.

Available for:
XCOM: Rocketeer, Engineer, Shogun
Savior
Savior
Savior
Medikits heal an additional 35% of the target's missing HP. Grants +1 small equipment slots. Grants Revive [Bring a stabilized soldier back into action at 33% of their max HP for the cost of 1 medikit and 0 AP].

Available for:
XCOM: Medic
Aliens: Exalt Vanguard, Exalt Elite Vanguard
Sentinel
Sentinel
Sentinel

Fire an additional reaction shot and gain +20 defense during overwatch. Grants Opportunist.


Sentry
Sentry
Sentry

Reaction shots deal +50% base weapon damage. Grants +10% DR against the first damage taken each turn.


Shadowstep
Shadowstep
Shadowstep
This unit gains +0.6 mobility and does not trigger reaction shots or pursuit when walking (not dashing). After repositioning, shots gain +25% crit damage until next turn.

Sharpshooter
Sharpshooter
Sharpshooter
All shots gain +15 aim against biological targets.

Available for:
XCOM: Sniper, Medic, Jaeger
Shock and Awe
Shock and Awe
Shock and Awe

Equipped Javelin rockets gain an additional use. Rockets gain +25% damage. Explosives apply 50% more shred. Grants +1 small equipment slots.


Available for:
XCOM: Rocketeer
Shredder
Shredder
Shredder
Primary weapon attacks apply Shred equal to the damage dealt as a percent of the target's max HP (which increases subsequent damage the target receives by the amount of Shred) for the remainder of the battle.

Available for:
XCOM: SHIV
Equipment: SAWs, LMGs, Plasma Weapons, Shredder Ammo
Smoke and Mirrors
Smoke and Mirrors
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.

Snap Shot
Snap Shot
Snapshot
Shots gain +20 crit and do not trigger reaction fire.

Available for:
XCOM: Scout, Shogun
Sprinter
Sprinter
Sprinter

Grants +1.3 mobility and +10 defense. Doubles damage from Ram.


Available for:
XCOM: Assault, Marauder
Aliens: All Alien Leaders
Equipment: Elerium Turbos
Squad sight
Squad sight
Squadsight
Allows firing with long-range weapons around some obstacles and beyond 18 tiles at targets with a spotter (an ally at 0 AP that can see the target). Grants +2 aim per ally (+8 per scout) can see the target and -5 aim for each tile beyond 18. Overwatch and reaction shots are still limited to 18 tiles. Other abilities that consider the number of enemies in sight will also include any enemies in squadsight.

Steadfast
Steadfast
Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%.

Suppression
Suppression
Suppression
Suppress [Pinned if protected by cover, suppressive fire if not, no reaction fire, -35 aim, -35% mobility/ability range] targets. Breaks with suppressive fire if the target acts. Requires 2 ammo, and uses the 2nd ammo if the suppression breaks with suppressive fire. 1 turn cooldown. [Suppressive Fire deals 40% standard shot damage]

Available for:
XCOM: Gunner
Aliens: Muton, Muton Elite, Exalt Heavy, Exalt Elite Heavy
Surgical Targeting
Surgical Targeting
Surgical Targeting
Shots against autopsied targets affected by red fog deal 50% more damage.

Available for:
XCOM: Medic
Sustain
Sustain
Sustain
Self-applied medikits cost 0 AP. If idle: when this soldier takes damage they heal themselves for 25% of the damage taken.

Available for:
XCOM: Medic
Tactical Mobility
Tactical Mobility
Tactical Mobility
This unit gains 30 defense when in cover or flying. Disabled if this unit is not idle or has been damaged this turn. Does not apply to reaction fire or steadied shots.

Tandem Warheads
Tandem Warheads
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).

Available for:
XCOM: Infantry, Rocketeer, Engineer, Goliath
Tenacious Defense
Tenacious Defense
Tenacious Defense
Grants +2 armor HP. Grants +20 crit resistance when protected by cover.

Tinker
Tinker
Tinker
Concussion and psi grenades add 20 shred to their targets. On detonation, smoke grenades repair all shred.

Available for:
XCOM: Scout
Tracker
Tracker
Tracker
This unit passively detects units and uncloaks Seekers within 6 tiles through walls/obstacles. Provides immunity to strangulation.

Available for:
Equipment: Proximity Sensor
Vital Point Targeting
Vital Point Targeting
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage.

Will To Survive
Will To Survive
Will To Survive
Increases DR of all cover to 60% but grants 10 less defense. For XCOM, grants Steadfast.

Alien Only Perks

Acidic
Acidic
Acidic
Immune to corrosion. Attacks bypass all DR, may apply corrosion, and fatal attacks kill with no chance of a critical wound. Corrodes enemy units that are within 1.5 tiles of this unit after each move on this unit's turn. Reveals enemy units that are within 4 tiles of this unit after each move.



Available for:
Aliens: Chryssalid
Acid Immune
Acid Immune

Available for:
Aliens: Thin Man
Acid Spit
Acid Spit
Acid Spit
Spit acid at long range, leaving a noxious cloud to remain briefly on the battlefield causing corrosion to all units within it

Available for:
Aliens: Thin Man
Agile
Agile
Agile

Shots against this unit do not gain usual weapon close range bonuses.


Available for:
Aliens: Chryssalid
Alien Grenade
Alien Grenade
Alien Grenade
Throw an explosive alien grenade with a blast radius of 3 tiles for 6 damage, affected by half of the increases to this unit's base damage.

Available for:
Aliens: Muton, Cyberdisc, Muton Elite, Heavy Floater
Alien Shred
Alien Shred
Alien Shred
Primary weapon shots apply Shred equal to 30% (20% on suppressive fire) of the damage dealt as a percent of the target's max HP (which increases subsequent damage the target receives by the amount of Shred) for the remainder of the battle.

Blood Call
Blood Call
Blood Call
Unleash a bestial roar that inspires nearby allies of the same species granting them +10% DR and +10 aim/will for a turn. Affected units heal 10% of max HP and have multiple debuffs (maim, disorient, mind fray, and panic) removed. 4 turn cooldown.

Available for:
Aliens: Muton
Bloodlust
Bloodlust
Bloodlust
Attacks from this unit can cause bleed on non-crits and are 3x as likely to do so. If a unit in vision dies, this unit gains +1 damage and +0.6 mobility. If a Berserker in vision dies, this unit takes 10% of their current HP in damage as well. Reveals enemy units that are within 4 tiles after each move.

Available for:
Aliens: Berserker
Brute
Brute
Brute
Reacts unpredictably when wounded, with a 100% chance to rush it's attacker. The chance is 10% less for every other active alien. Damages enemy units that are within 1.5 tiles of this unit after each move with damage equal to 5% of this unit's current HP.

Available for:
Berserker
Cannon Fire
Cannon Fire
Cannon Fire
Fires a focused plasma beam attack with +50 penetration and free Overwatch. Alternatively, it can also fire twice without the bonus penetration. The reaction shot occurs with a secondary green plasma cannon that deals half damage and consumes no ammo.

Available for:
Aliens: Sectopod
Cloak Screen
Cloak Screen
Cloak Screen
This unit wields a cloaking device that blends its movements in with the ambient background. Can be detected by enemies within 4 tiles or, if not protected by cover, 14 tiles. When active, this unit gains Combat Readiness.



Available for:
Aliens: Thin Man, Floater, Heavy Floater
Blood Call
Blood Call
Death Explosion
Robotic unit detonates causing damage to surrounding units and cover. Cyberdisk/Sectopod: Triggered upon death only. Drone: Triggered as self-destruct

Available for:
Aliens: Drone, Cyberdisc, Sectopod
Deflection Shield
Deflection Shield
Deflection Shield
When active, reduces the hit chance of shots taken against this unit (+10 defense per tile away). Can activate when this unit ends a turn on a move or with actions to spare.

Eagle Eye
Eagle Eye
Eagle Eye
Spotters for this unit can spot targets for the purpose of squadsight regardless of their AP.

Available for:
Aliens: Exalt Marksman, Exalt Elite Marksman
Overload
Overload
Explosive Shots
Shots from this unit are explosive and will deal half weapon damage to units within 1.5 tiles.

Available for:
Aliens: Cyberdiscs, Mechtoids, Sectopods
Fractal Spawn
Fractal Spawn
Fractal Spawn
This unit can spend 50% of it's HP to spawn a duplicate of itself with no ammo. Will only occur at max base HP, if this unit can see an enemy, and when this unit is idle and active.

Available for:
Aliens: Outsider Leaders
Growth
Growth
Growth
Outsiders have a chance to grow in strength each turn they start with all of their base HP, up to a cap based on Alien Level. Non-leaders grow slower and do not grow for the first 4 turns. Chance is 25/50/75/100% (based on difficulty).

Available for:
Outsider
Gunslinger
Gunslinger
Gunslinger
Standard shots from pistols cost only 1 AP.

Hive Mind
Hive Mind
Hive Mind
Spotters for this unit can spot targets for the purpose of squadsight regardless of their AP.

Launch
Launch
Launch
Launch to any position on the battlefield and then sometimes enter Overwatch and/or gain a Prepared buff. Launch cannot be used indoors.

Available for:
Aliens: Floater, Heavy Floater
Leap
Leap
Leap
Allows vertical leaps onto elevated surfaces during movement.

Available for:
Thin Man, Chryssalid
Mortar Barrage
Mortar Barrage
Mortar Barrage
Fires up to 4 mortars at long range that are less accurate the larger the distance. Each mortar deals 2 + 10% of this unit's damage. Mortar Barrage triggers some enemy reaction fire which can interrupt the barrage.

Available for:
Mechtoid, Sectopod
Orbital Ray
Orbital Ray
Orbital Ray
Stage 1:
This drone can call in orbital support to holo target it's enemies. After requesting orbital support for a turn each enemy will have an 80% chance to be holo targeted and locked for an orbital ray. Can be interrupted by any damage. Requires 2 AP. Does not trigger reaction fire.
Stage 2:
This drone can act as a forward targeter for orbital support to guide a shredding neutrino ray at targeted enemies. After a turn, targeted enemies will be hit with a shredding explosive ray that deals 2 + Alien_Level/4 damage. Can be interrupted by any damage. Requires 2 AP. Does not trigger reaction fire.

Available for:
Drone
Overdrive
Overdrive
Overdrive
All psionic abilities have their cooldown reduced to 1 turn. Countercharge triggers twice as often and deals double damage.

Ranger
Ranger
Plasma Ranger
Reloading costs only 1 AP. Sidearms have no long-range aim penalty.

Available for:
Aliens: Sectoid, Seeker, Sectoid Commander
Body Shield
Body Shield
Plasma Shield
Any turn this unit takes more than 30% of its max HP in damage it gains a shield of pure plasma. The shield is separate from the unit, cannot be crit, and can absorb 20/40/60/80/100 damage until the end of the current turn. An active shield staunches bleeding and makes this unit act as if it has not been damaged this turn -- this can disable or re-enable other abilities. This unit cannot be pinned.

Available for:
All Alien Champions
Psi Fade
Psi Fade
Psi Fade
This unit can produce psionic distortions that mask its movements. Automatically triggers after mind merging. Can be detected by enemies within 4 tiles or, if not protected by cover, 14 tiles. When active, this unit gains Combat Readiness.

Available for:
Sectoid, Sectoid Commander
Pursuit
Pursuit
Pursuit
This unit will often chase any non-smoked unit in sight that moves away from it (maximum 1 pursuit move per XCOM move, immune to reaction fire during this move). Will not activate if unit is unprepared.

Available for:
Aliens: Chryssalids
Reconstruction Protocol
Reconstruction Protocol
Reconstruction Protocol
Grants Repair [Heal a mechanical unit for 5 HP and remove corrosion]. Repair heals 6 more HP and does not trigger reaction shots. The first use of Repair each turn costs 1 AP.

Available for:
Drone
Shadowshot
Shadowshot
Shadowshot
Shooting will not trigger reaction fire and any target hit loses 20% of their current armor HP. Strips armor HP like corrosion, does not deal direct damage.

Available for:
Aliens: Thin Man
Shoot to Kill
Shoot to Kill
Shoot to Kill
This unit has been trained to kill and will focus on lethality when attacking XCOM. XCOM units will always die (instead of bleeding out) if they are killed by this unit.

Available for:
Aliens: All Aliens on base defense missions
Skitter
Skitter
Skitter
This unit will move away from incoming area of effect abilities using a quarter of its mobility (immune to reaction fire during this move) if it can see the user.

Available for:
Aliens: Chryssalid Leaders
Unlimited Cloak
Unlimited Cloak
Stealth
The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate the stealth mode to use its ranged attack. Can overwatch while in stealth.

Available for:
Aliens: Seeker
Strangle
Strangle
Strangle
The seeker forms a protective cacoon around a nearby biosoldier while severely damaging them at the same time. Does not trigger reaction or suppression fire, grants 20% DR, and provides immunity to critical hits. Strangulation will deal 25% of the seeker's max HP in damage the ignores any damage reduction. When strangulation is released, units will have only 0-1 AP remaining and the Catching Breath debuff.

Available for:
Seeker
Leap
Leap
Stun Immune
This unit cannot be stunned with the Stun Rifle; taking a live specimen is not possible.

Available for:
Aliens: Chryssalid, Zombie
Suppression Tactics
Suppression Tactics
Suppression Tactics
This unit can suppress with only 1 ammo. Removes the cooldown from suppression.

Taunt
Taunt
Taunt
If idle, the closest enemy in sight will feel an irrational desire to stay in the fight. They will panic if they move and break sight with this unit (unless they move closer) and will refuse to use Grapple. Does not affect SHIVs, units that have moved this turn, units with panic immunity, or units that have been Commanded. Inactivated if this unit has taken damage this turn.

Reconnaissance
Reconnaissance
Transform
Can toggle between a open and closed state. When closed gain hardened, 20 defense, and immunity to critical hits.

Available for:
Aliens: Cyberdisc
Vertical Drive
Vertical Drive
Vertical Drive
Telescopic stabilizers and hydraulic actuators enable the Sectopod to scale walls and reach elevated positions with ease.

Available for:
Aliens: Sectopod

Gene Mods

(See also: Gene Mods)

Adrenal Neurosympathy
Adrenal Neurosympathy
Adrenal Neurosympathy
Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mob, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.

Available for:
XCOM: All Soldiers
Advanced Perception
Advanced Perception
Advanced Perception
Shots against flying targets gain +10 aim. This unit can react faster to incoming fire, causing 25% of incoming shots to graze, dealing half their original damage.

Available for:
XCOM: All Soldiers
Aliens: Exalt Elite Operative Leaders
Dual Heart
Dual Heart
Dual Heart
If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.

Available for:
XCOM: All Soldiers
Enhanced Metabolism
Enhanced Metabolism
Enhanced Metabolism
Gain an additional reaction shot on Overwatch. Equipped grenades and medikits receive an additional use. When below 50% HP, gain +4 mobility and +40 defense.

Available for:
XCOM: All Soldiers
Aliens: Exalt Elite Operative
Iron Skin
Iron Skin
Iron Skin

Grants +10 Base DR and +20 crit resistance.


Muscle Amp
Muscle Amp
Muscle Amp
Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.

Neural Damping
Neural Damping
Neural Damping
Grants immunity to panic. Reduces psionic damage received by 30%.

Available for:
XCOM: All Soldiers
Aliens: Exalt Elite Operative Leaders
Predictive Tracking
Predictive Tracking
Predictive Tracking
Reaction shots gain +10 aim. Burst gains an additional +10 aim.

Available for:
XCOM: All Soldiers
Aliens: Exalt Marksman, Exalt Elite Marksman
Regenesis
Regenesis
Regenesis
This soldier recovers from fatigue and injuries 15% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens) and grants immunity to bleeding.

Available for:
XCOM: All Soldiers
Aliens: Outsider, Ethereal, Exalt Elite Operative Leaders
Smart Macrophages
Smart Macrophages
Smart Macrophages
Grants complete immunity to corrosion and shredding.

Officer Training

(See also: Officers)

Commanding Officer
Commanding Officer
Commanding Officer
If this is the highest ranking Officer: Gain Command (with 1 charge), 10 crit resist per officer rank, other officer perks affect all squadmates, and grants each squadmate in vision a percent chance for end-in-idle actions to cost 0 AP equal to twice the number of enemies this officer can see.

Available for:
XCOM: All Officers
Command
Command
Command
Grant 1 AP to a 0 AP idle unit in sight and disable their AP discounting perks. Cannot be used on Covert Ops, SHIVs, or units already Commanded. Can trigger Tactical Brilliance [Will/2% chance (max 50%) to cost 0 charges]. Does not trigger reaction fire. 0 AP cost.

Available for:
XCOM: All Officers
Command
Command
Air Strike
Call an Air Strike creating multiple explosions around all active enemies that are able to be targeted. Will occur at the end of the current turn and only once per mission. Requires support from the local air force to be enabled.



Available for:
XCOM: All Officers
Command
Command
Tactical Retreat
Drop an extraction beacon and call Big Sky for a pick up. Big Sky will abandon the previous Evac location and travel to the beacon. Requires 1-2 turns before extraction. All units must be within 8 tiles of the extraction beacon or will be MIA.



Available for:
XCOM: All Officers
Camaraderie
Camaraderie
Camaraderie
Increases the chance Commanding Officer makes end-in-idle actions of squadmates in vision cost 0 AP by 50%. Officers gain +5 base HP and +1 Command.

Available for:
XCOM: All Officers
Clutch Leadership
Clutch Leadership
Clutch Leadership
Squad receives +10 defense when protected by cover and +1 aim per enemy the officer can see. Officers gain +5 base aim.

Available for:
XCOM: All Officers
Combined Arms
Combined Arms
Combined Arms
All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base mobility and +1 Command.

Available for: 
XCOM: All Officers, Jaeger
Aliens: All Alien Champions
Cover Tactics
Cover Tactics
Cover Tactics
Squadmates protected by cover gain +3 defense per enemy the officer can see. Officers gain +10 base aim and defense.

Available for:
XCOM: All Officers
Cover Tenacity
Cover Tenacity
Cover Tenacity
Squadmates protected by cover gain +2% DR per enemy the officer can see. Officers gain +5 base DR and +2 base HP.

Available for:
XCOM: All Officers
Natural Leadership
Natural Leadership
Natural Leadership
Squad receives +10 defense when protected by cover and +4 will per enemy the officer can see. Officers gain +20 base will.

Available for:
XCOM: All Officers
Show 'Em the Ropes
Show 'Em the Ropes
Show 'Em the Ropes
All soldiers ranked SGT or lower gain +70% mission experience. Officer gains +1 Command and +1 reaction shot on Overwatch.

Available for:
XCOM: All Officers
Stay Frosty
Stay Frosty
Stay Frosty
Squad fatigue reduced by 10%. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +1.3 mobility.

Available for:
XCOM: All Officers
Strength in Numbers
Strength in Numbers
Strength in Numbers
Squad receives +2 will per squad member. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +20 will.

Available for:
XCOM: All Officers
Tricks of the Trade
Tricks of the Trade
Tricks of the Trade
All soldiers in the squad gain +15% mission experience. Officer gains +1 Command and +1 use on equipped grenades.

Available for:
XCOM: All Officers

Psionic Abilities

(See also: Psionics)

Chain Panic
Chain Panic
Chain Panic
Causes the target and it's nearest ally in sight to panic if the their wills are overcome. Hit chance is calculated using 66% of will. Purely mechanical units are immune. 4 turn cooldown.

Available for:
Aliens: Ethereal
Countercharge
Countercharge
Countercharge

Triggers a psionic attack against visible biological enemies that perform a non-movement end-in-idle action. The attack deals half of standard psionic damage (Will/30, +1 for every 10 target current HP) (with a 2% chance for double) and disorients the target but will never kill the target (will leave target with at least 1 HP). The chance to trigger is will/3 percent and requires the caster to be idle with full base HP.


Distortion
Distortion
Distortion
Reality is distorted around this unit: non-psionic attacks deal only 40% of their original damage (20% for ballistic/gauss), after which half the damage is then shared among allies in sight within 8 tiles. Grants +100 crit resistance and reduces corrosion duration to 1 turn. For Humans: prevents Mind Control, fatigue, and any healing.

Available for:
XCOM: Volunteer
Aliens: Sectoid Commander, Ethereal
Enthrall
Enthrall
Enthrall

Manipulates the minds of enemy soldiers in line of sight, breaking their minds and compelling them to move towards this unit at the start of their next turn. Affected units will take standard psionic damage (Will/30, +1 for every 10 target current HP) and use one of their AP to approach this unit, ignoring cover and safety. Hit chance is calculated using 80% of will. Purely mechanical units are immune. Channeled ability that requires 2 AP and full HP. Interrupted by damaging or killing this unit. Enthrall triggers some enemy reaction fire.


Available for:
Aliens: Sectoid Commander, Ethereal
Greater Mind Merge
Greater Mind Merge
Greater Mind Merge
Merge minds with allies, granting them +25 aim/crit/will, +2.0 mobility, +30% graze chance, and 5% of caster will in extra HP until the beginning of their next turn. Upon use creates an 8.5 radius telekinetic field. 5 turn cooldown.

Available for:
Aliens: Sectoid Commander
Inner Fire
Inner Fire
Inner Fire

Grants +20% throw range and +2.0 mobility. Regenerates 2 base (non-armor) HP each turn and grants immunity to bleeding. Gain an additional reaction shot on Overwatch. Psionic potential unlocks a deep connection to one's body.


Available for:
XCOM: Psionic Soldiers
Insentient Crush
Insentient Crush
Insentient Crush
Purely mechanical enemies that can see this unit at the beginning of their turn take 30% of their max HP in psionic damage.

Available for:
Aliens: Ethereal
Kinetic Blast
Kinetic Blast
Kinetic Blast

Channel energy up to 10 tiles away (through walls) to create a kinetic (non-psionic) blast with a 3 tile radius and no fall off. Deals 5 + will/30 kinetic (non-psionic) damage. Destroys corpses but does not affect cover. 1 turn cooldown.


Available for:
XCOM: Psionic Soldiers
Mind Control
Mind Control
Mind Control
Grants control of a target. Hit chance is calculated using 150% of will. Does not work on purely mechanical units. Interrupted by explosively damaging, disorientating, panicking, maiming, or killing this unit. Interruption will leave the target mind controlled for one more turn, after which they will recover with disorientation. 3 turn cooldown.

Available for:
Aliens: Uber Ethereal
Mind Fray
Mind Fray
Mind Fray

Causes the target to lose grip on reality causing standard psionic damage (Will/30, +1 for every 10 target current HP), -25 aim/will, -25% mobility/ability range, and +25% scatter. Damage is reduced by 50% if caster is staggered. Hit chance is calculated using 80% of will. Purely mechanical units are immune. Lasts through 2 enemy turns. 2 turn cooldown.


Available for:
XCOM: Psionic Soldiers
Aliens: Sectoid, Sectoid Commander
Mind Merge
Mind Merge
Mind Merge
Grants the target +25 aim/crit/will, +2.0 mobility, and +50% graze chance until the beginning of their next turn. Additionally, Sectoids gain 5% of caster will in extra HP and Mechtoids gain a 20 HP shield. 5 turn cooldown.

Available for:
XCOM: Psionic Soldiers
Aliens: Sectoid
Mind Rend
Mind Rend
Mind Rend

Rips into the target's mind causing standard psionic damage (Will/30, +1 for every 10 target current HP) and for them to be affected by both mind fray and disorientation as well as a stack of bleed. Damage is reduced by 50% if the caster is staggered. Hit chance is calculated using 80% of will. Purely mechanical units are immune. Disorientation lasts through 1 enemy turn and mind fray lasts through 2 enemy turns. 2 turn cooldown.


Available for:
Aliens: Ethereal
Psi Inspire
Psi Inspire
Psi Inspire

Inspires allied soldiers within a 6 radius area near the caster for 1 turn. Cleanses Mind Fray, Disorient, Shaken, Panic, Fear, and Red Fog. Grants Inspired allies +10 aim and +30 Will. 2 turn cooldown.



Available for:
XCOM: Psionic Soldiers
Psi Lance
Psi Lance
Psi Lance

Project a bolt of pure psi force at an enemy that deals half of standard psionic damage (Will/30, +1 for every 10 target current HP). The lance will either hit the initial target twice or it will jump to another enemy target within 4 tiles of the last target dealing less damage (10%) each jump until it dissipates. Unlike most psionic attacks, the initial hit has chance to hit based on the caster's aim and the primary target's defense, just like standard shots.


Available for:
Aliens: Ethereal
Psi Mastery
Psi Mastery
Psi Mastery
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Psychic Storm deals half damage when interrupted. If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead.

Psi Panic
Psi Panic
Psi Panic
Causes the target to panic if the target's will is overcome. Hit chance is calculated using 50% of will. Purely mechanical units are immune. 4 turn cooldown.

Available for:
XCOM: Psionic Soldiers
Aliens: Sectoid, Sectoid Commander
Psi Surge
Psi Surge
Psi Surge
Infuses allies with power at the cost of 5 HP. Allied soldiers within 6 tiles have mind fray, disorient, shaken, panic, fear, healing fatigue, and red fog removed. Grants Inspired allies +10 Defense, +30% graze chance, +30 Will, and +30% Psionic damage resistance. They heal 50% of missing HP and have a 35% chance per enemy in their sight to become enraged. 1 turn cooldown. Costs 0 AP.

Available for:
XCOM: Volunteer
Psychic Storm
Psychic Storm
Psychic Storm

Allows the conjuring of a Psychic Storm. The Storm Level is this unit's will / 50 at the start of conjuring and can be upgraded with Mind Merge. The Psychic Storm disorients and deals damage equal to the Storm Level to each enemy on the map except for purely mechanical enemies. Hit chance is calculated using 80% of will and is decreased by 2% for each tile away. Interrupted by explosively damaging, disorientating, panicking, maiming, or killing this unit. Requires 2 AP and full HP. Psychic Storm triggers some enemy reaction fire.


Available for:
Aliens: Sectoid, Sectoid Commander, Ethereal
Psychic Tether
Psychic Tether
Psychic Tether
Creates a psionic tether to enemies in sight that damages them when they move away. Damage starts at 3 and increases by 1 for each tile moved away. Inactivated if this unit is disorientated or has taken damage this turn.

Available for:
Aliens: Ethereal
Psychic Wave
Psychic Wave
Psychic Wave
Unleashes a wave of destructive psychic energy if an enemy is within 3 tiles at the start of turn and after each move. The wave deals half of standard psionic damage (Will/30, +1 for every 10 target current HP).

Available for:
Aliens: Ethereal
Rift
Rift
Rift

Devastate an area with a storm of psi energy dealing half of standard psionic damage (Will/30, +1 for every 10 target current HP), minimum 3, immediately and then again after a turn. 2 turn cooldown. Affects mechanical units that are normally immune to psionic abilities.


Available for:
XCOM: Volunteer
Aliens: Ethereal
Telekinetic Field
Telekinetic Field
Telekinetic Field

Project an 8.5 radius protective field that grants +20 defense to all allies in the field. Non-psionic attacks against allies in the field deal only 80% of original damage. Mechanical enemies that enter the field take half of standard psionic damage (Will/30, +1 for every 10 target current HP). 3 turn cooldown.


Available for:
XCOM: Psionic Soldiers
Aliens: Sectoid Commander, Ethereal
Uber
Uber
Uber

Boosts distortion to share 100% of the damage (instead of half) with all allies on the map. Psi Lance deals full standard psionic damage (instead of half). Psychic Storm does not cost AP and cannot be resisted. Cannot receive more than 50% shred and all shred is cleared at the start of each turn. Cannot be acided or maimed.


Available for:
Aliens: Uber Ethereal

Positive Quirks

Generic

Armorer:
The use of nanobots to repair armor is similar to past experience this soldier has. Repairs to units that still have armor HP repair 1 more HP.
Requires: Engineer that repaired/healed in mission, non-luddite

Baller:
This soldier was a competitive sports player in their past and their experience carries over. Grants +15% throw range.
Requires: SnM/Grenadier, non-Maladroit

Boosted Cores:
This soldier personally modifies the explosives they bring into missions. Grants +1 damage to all explosives.
Requires: Grenadier

Brawny:
This soldier has hit the gym and it shows. Grants +2 base HP.
Requires: Base HP > 6

Ceaseless:
This unit works best under pressure. Grants a 15% chance per enemy in sight for reloading to be a free action.
Requires any of the following classes: ITZ Sniper, HNR/Bullseye Scout, Infantry, Assault, LEU Rocketeer, Gunner, Sentinel/Pistolero/RapidFire Medic, DT Engineer, Jaeger, CCS/DnB Marauder, DT/Sentry Goliath

Combat Technician:
This Engineer is comfortable working in a combat situation. If they have the Mechanic subspecialization of Endurance, the passive heal restores 35% of damage taken (instead of 25%).
Requires: Engineer

Conflaguration:
The hotter the flame the better. This unit has modified their flamethrowers to deal +2 damage.
Requires: Pyro Jaeger

Crack Shot:
This soldier is a master at connecting their shots. Shots from this soldier never graze.
Requires: Sharpshooter

Critical Analysis:
This soldier is an expert at spotting even the smallest weakness in enemies. Grants +15 crit.
Requires: not SnM/Grenadier/Sentry/Mayhem

Entrenchment:
This unit has learned how to quickly maximize cover when aiming. Grants +50 defense when steadying a weapon in cover.
Requires: OTR Sniper / Rocketeer

Fascination with MUNDANE ALIEN :
This soldier has a passion for studying MUNDANE ALIEN. Their shots deal 50% more weapon damage against MUNDANE ALIEN. All incoming attacks from MUNDANE ALIEN graze, dealing half of their original damage.
NOTE: Replace MUNDANE ALIEN with any of the following: Thin Men, Floaters (including Heavy Floaters), Outsiders, Chryssalids, Mutons (including Muton Elites), Seekers, Cyberdiscs, Mechtoids, Berserkers, Sectopods.

Requires: Soldier has been in a mission with that Alien present when they gain the quirk

Fascination with PSIONIC ALIEN :
This soldier has a passion for studying PSIONIC ALIEN. Their shots deal 50% more weapon damage against PSIONIC ALIEN. All incoming psionic attacks from PSIONIC ALIEN have their damage reduced by 50%.
NOTE: Replace PSIONIC ALIEN with any of the following: Sectoids (including Sectoid Commanders), Ethereals.
Requires: Soldier has been in a mission with that Alien present when they gain the quirk

Keen Mind:
This soldier is quick to learn and has seen a lot. Grants +30% xp from all sources. If they retire, double their missions are added to the OTS mission pool.
Requires: not Simple

Lucky:
For this soldier, things always seem to work out. Grants a 20% chance for any miss to hit instead.
Requires: not Unlucky and high luck score after missions

Meld Infused:
This soldier has been infused with meld granting bonus stats: +2 mob, +10 aim, +20 will, +5 HP.
Requires: event-exclusive

Mental Dominion:
This soldier has superior control of their own mind. If an enemy Mind Controls this soldier, this soldier immediately breaks the control without consequence. Enthrall, Psi Panic, and Mind fray have no effect on this soldier.
Requires: Officer, MEC Trooper or Psion. Additionaly, XCOM must have a Sectoid Commander or Ethereal corpse in inventory

Nanobot Mastery:
This unit understands how medikits work better than most experts. Heals from this unit are not reduced by healing fatigue.
Requires: Medic who healed someone during the mission

On Target:
This soldier has learned to be proactive during engagements. Grants a 20% chance for this soldier to steady their weapon at the end of their turn if they are idle.
Requires any of the following: OTR Sniper, Bullseye Scout/Shogun, Sentinel Infantry, LEU Rocketeer, DT Engineer

Pain is Temporary:
This soldier just wants to get back at it and can ignore pain. Reduces injury times by 70%.
Requires: soldier injured during the mission

Passionate:
This soldier has a smoldering hatred for the aliens and their invasion. They have a 5% chance to enrage every turn an enemy is in sight.


Requires: not SNM/Sentinel/Sentry

Pistol Pro:
This soldier knows how to use a pistol, and how to use it well. Grants +2 damage to all pistol shots.
Requires any of the following: Magnum Sniper, HNR+Ranger Scout, Pistolero/Ranger Assault, Pistolero Medic

Prevail:
This soldier turns on when the stakes are the highest. Doubles the bonuses granted by the Bring 'Em On perk.
Requires: Bring 'Em On

Quick Burn:
This unit has the adrenaline pumping at the beginning of each mission. Grants a bonus of +3.3 mobility at the start of each mission which decreases by 0.6 mobility each turn until the bonus reaches 0 mobility.
Requires: not Hesitant

Quick Foot:
This soldier has learned how to be quick on their feet. Grants +0.6 base mobility.
Requires: mobility > 15.3

Rapid Reaction:
This soldier has exceptional reaction and target acquisition skills. Grants an additional reaction shot on overwatch if this soldier has the Sentinel perk.
Requires: Sentinel

Receptive Patient:
This soldier responds well to the nanobots in medikits. Medikits used on this unit heal 1 more HP.
Requires all of the following: not Challening Patient, not MEC Trooper, Will to Survive, was healed on this mission

Resolute Mind:
This soldier has gained incredible control over their mind. Grants +10 base will.
Requires: will > 40

Rocketinker:
This soldier creates their own custom made rockets, increasing their range by 20%.
Requires: Rocketeer

Slugger:
This soldier has gained a natural feel for using the KSM. Melee attacks deal +30% weapon damage.
Requires: Marauder

Something To Fight For:
A newborn child has increased this soldier's dedication to seeing the XCOM project achieve victory. Reduces fatigue accumulation by 35%.
Requires: Event-exclusive

Stalker:
This soldier has special skill in attacking their enemies when from a hidden position. Shooting while hidden grants an additional +4 damage.
Requires: Jaeger

Steady Hands:
When steadying, this soldier can calm his breathing and lock his hands in place, allowing them to accurately target enemy weak points. Grants an additional +50 aim when steadying.
Requires: Sniper

Suppression Prodigy:
This soldier has a natural talent for applying suppressive fire. Suppressive fire deals +1 damage.
Requires: Mayhem Gunner

Surgeon:
This soldier has developed a natural skill for dealing with serious wounds. Medikits on units that are missing some base HP heal 1 more HP.
Requires: Guardian Medic / Kitted soldier that is not Squeamish and has healed someone in this mission

The Mountain:
This soldier has perfected becoming an immobile shield. Grants 10% DR while in One For All.
Requires any of the following: Marauder, Goliath, Shogun

Turtler:
This soldier has become more alert and wary in engagements. They will hunker anytime they end a turn with an enemy in view while idle in cover.
Requires all of the following: not Engineer, not MEC Trooper, no Countercharge/Pistolero/RFA/OTR/WTS, unit must have taken damage this misson and be of rank cpl or above

Unload:
This soldier can fire multiple rounds into targets. Shots from this soldier have a 10% chance to cost 0 AP.
Requires any of the following: HNR Scout, non-Sentinel Infantry, Assault, LEU Rocketeer

Unyielding:
This soldier can take incredible amounts of punishment and still hang on. Everytime this unit is damaged in a turn, it gains an additively stacking 10% chance for incoming attacks to graze.
Requires: soldier damaged this mission and has Fortified or Will to Survive

Officer

Omnipresent Command:
This commander has exceptional control of engagements on the battlefield. Commanding Officer (0 AP end-in-idle actions) triggers also occur on units that are out of sight.
Requires: Commanding Officer ends mission with 0 command charges

Luminary:
This commander has a naturally inspiring way. Grants an additional Command Charge during each mission.
Requires: Commanding Officer ends mission with 0 command charges

Cool Commander:
This commander doesn't sweat the hardships of command. Reduces fatigue accumulation by 35%.
Requires: Commanding Officer with Stay Frosty

Prepared for the Worst:
This commander is always on the ready if things get too hairy for their men. Anytime a soldier drops, this commander gains 2 command charges. Tactical retreats occur in a single turn. Once called, this commander gains 5 command charges.


Requires: Commanding Officer not Overconfident

Psionic

Psionic Sensitivity:
This psion has an easier time sensing enemy brain activity. Triggers of countercharge occur 50% more often and deal +2 damage.
Requires: Countercharge

Psionic Strength:
This psion has unsually strong neural activity. Grants +1 damage to Countercharge, Mind Fray, and Kinetic Blast.
Requires: Kinetic Blast

Psionic Breacher:
This psion finds it easy to access and distort the minds of others. Grants +30% hit chance to Mind Fray and Psi Panic.
Requires: Mind Fray or Countercharge

Gene-modded

Steel Skin:
This soldier's Iron Skin modification has mutated to an even denser form. Grants +10 additional base DR if this soldier has the Iron Skin gene mod.
Requires: Iron Skin

Superdense Muscles:
This soldier took extremely well to the meld infusion in their leg muscles. Grants an extra +1.3 mobility if this soldier has the Muscle Amp gene mod.
Requires: Muscle Amp

Uncanny Foresight:
This soldier's eye modifications give incredible predictive capacity. Grants an additional +10 aim to reaction shots if this soldier has the Predictive Tracking gene mod.
Requires: Predictive Tracking

MEC

Synaptic Fusion:
Fusions of synapses have drastically increased the efficiency of this unit's neural framework. The result is 50% faster experience gain.
Requires: MEC Trooper


Negative Quirks

Challenging Patient:
This soldier responds poorly to the nanobots in medikits. Medikits used on this unit heal 1 less HP.
Requires all of the following: not Receptive Patient, not MEC Trooper, Will to Survive, was healed on this mission

Fear of ALIEN :
This soldier has an irrational fear of ALIEN. When they encounter ALIEN, their will drops to 0 and they lose 1 action point. The will loss lasts until that enemy is incapacitated.

NOTE: Replace ALIEN with any of the following: Sectoids (including Sectoid Commanders), Thin Men, Floaters (including Heavy Floaters), Outsiders, Chryssalids, Mutons (including Muton Elites), Seekers, Cyberdiscs, Mechtoids, Berserkers, Sectopods, Ethereals.
Requires: Soldier has been in a mission with that Alien present when they gain the quirk

Feeble:
War has taken its tole on this soldier and they don't have the constitution they used. Reduces base HP by 2.
Requires: Base HP > 5

Green Lung:
This soldier experienced a hypersensitivity to the alien fumes causing some permanent lung damage. Increases fatigue times by 30%.
Requires: not MEC Trooper

Hesitant:
This soldier takes a while to get the adrenaline pumping and engage fully. Grants a malus of -3.3 mobility at the start of each mission but then regains 0.6 mobility each turn until the malus reaches 0 mobility.
Requires: not Quick Burn

Immunocompromised:
This soldier has acquired an alien illness that impairs wound healing. Doubles injury times.
Requires: soldier injured this mission, not MEC Trooper.

Luddite:
This soldier gets confused with some of the newer technology. Repairs to units that are missing some base HP repair 1 less HP.
Requires: Engineer that repaired/healed someone this mission, not Armorer

Maladroit:
This soldier has never been exceptional at throwing. Grants -10% throw range.
Requires: SnM/Grenadier, non-baller

Overconfident:
This commander commits hastily and rarely thinks of retreat. Tactical retreats take 1 turn longer.
Requires: Commanding Officer not Prepared for the Worst

Simple:
This soldier takes a little longer to grasp new concepts. Grants -15% xp from all sources. If they retire, only half their missions are added to the OTS mission pool.
Requires: non Keen Mind

Squeamish:
This soldier has seen too much blood. Medikits on units that are missing some base HP heals 1 less HP.
Requires: Guardian Medic / Kitted soldier that is not Surgeon and has healed someone in this mission

Tunnel Vision:
The stress of combat can overwhelm this soldier. Reduces crit chance by 15.

Unlucky:
This soldier sometimes messes up even when it seems impossible to do so. Grants a 5% chance for any hit to miss instead.
Requires: not Lucky and low luck score after missions

War Weariness:
War can wear the shine off of any soldier. Reduces base mobility by 0.6.

Weak-Willed:
This soldier has trouble focusing and resisting psionic attacks. Reduces base will by 10.

Death Perks

The Chance to recieve a death perk seems to be calculated as followed:
(Number of dead Soldiers in this mission) x (Number of Ranks of said dead Soldiers) x3 if the mission was a failure, x1 otherwise, checked against a random number it has to beat.

It is also worth noting that it seems the game will try to roll for every death perk in order, starting with Ever Vigilant and ending with Unhinged, rerolling the random number every time it does so.
Note that this is just an interpretation of the code when seen in UE Explorer and may not be accurate of what is actually going on.


Ever Vigilant:
This soldier has seen death and is more vigilant because of it. Gains a 20% chance for all shots to graze, dealing half their original damage.

Checked 1st. Random Number: 0-199

Survivor:
This soldier survived some bloody battles, increasing resilience. Gains %DR equal to a quarter of the % total HP lost.

Checked 2nd. Random Number: 0-249

Avenger:
This soldier had comrades killed during battle and plans to never let it happen again. Gains +1 crit damage and +10% throw range.

Checked 3rd. Random Number: 0-299

Resolute:
This soldier lost comrades in the war and has gained an unwavering resolve. Gains +50% xp from all missions.

Checked 4th. Random Number: 0-349

Vindicator:
This soldier lost friends dear to them and wants justice. Grants +10 crit and +2 crit damage.

Checked 5th. Random Number: 0-399

Defiant:
This soldier has vowed to let nothing get in the way ever again. Permanent immunity to Psychic Tether, fatigue, and exhausted.

Checked 6th. Random Number: 0-449


Perseverance:
This soldier will not stop until the alien threat is eliminated. Fatigue and injury times reduced by 50%.


Checked 7th. Random Number: 0-499

Unhinged:
This soldier has witnessed extreme violence and has found a love for it. Grants +1 damage for every 2 enemies in vision to all weapons and equipment.

Checked 8th. Random Number: 0-549

Unique Perks

Hans Graf - Practiced Ease: +10% crit chance.

Stanislav Orlov - Natural Killer: +1 damage against targets at or below 50% HP.

Hank Miller - Relentless: 25% chance for missed standard shots to be free actions.

Shaojie Zhang - Ex Triad: +2 damage with pistols.

Annette Durand - Driven By Pressure: Gain +20 will if there are 2 or more enemies in sight.

Peter Van Doorn - Cool Under Pressure: (Enemies in sight)% for end-in-idle actions to be free actions.

Marta Kovac - Street Orphan: Years of malnutrition and a harsh environment has left this soldier worse for wear: +10% fatigue accumulation.