User:PuporonGOD
Contents
- 1 Normal Perks
- Absorption Fields
- Arsenal
- Ace
- Aggression
- Awareness
- Blast
- Body Shield
- Bombard
- Brawler
- Breacher
- Bring 'Em On
- Bullseye
- Burst
- Close Combat Specialist
- Close Encounters
- Collateral Damage
- Combat Drugs
- Concealment
- Critical System Targeting
- Damage Control
- Dampening Shield
- Dash and Bash
- Danger Zone
- Dense Smoke
- Disabling Shot
- Double Tap
- Executioner
- Extra Conditioning
- Field Medic
- Fire Rocket
- First Aid
- Flight
- Fast and Furious
- Final Stand
- Fortified
- Fragmentation
- Gattler
- Grenadier
- Grit
- Guardian
- Hardened
- HEAT Warheads
- Hit and Run
- Holo Rounds
- Hunter
- Impact
- In The Zone
- Jetboot Module
- Killer Instinct
- Kinetic Dampening
- Light Em Up
- Lock N' Load
- Lone Wolf
- Low Profile
- Master Mechanic
- Magnum
- Maim
- Mayhem
- Mechanic
- One For All
- On The Ready
- Onslaught
- Opportunist
- Pathfinder
- Payload
- Penetrator
- Pistolero
- Platform Stability
- Precision Shot
- Pyro
- Ranger
- Rapid Fire
- Reactive Targeting Sensors
- Ready For Anything
- Reconnaissance
- Repair
- Repair Servos
- Repulsor Plating
- Robotic
- Run and Gun
- Sapper
- Savior
- Sentinel
- Sentry
- Shadowstep
- Sharpshooter
- Shock and Awe
- Shredder
- Smoke and Mirrors
- Snapshot
- Sprinter
- Squadsight
- Steadfast
- Support Bond
- Suppression
- Surgical Targeting
- Sustain
- Tactical Mobility
- Tandem Warheads
- Tenacious Defense
- Tracker
- Vital Point Targeting
- Will To Survive
- 2 Alien Only Perks
- Acidic
- Acid Immune
- Acid Spit
- Agile
- Blood Call
- Bloodlust
- Cannon Fire
- Death Explosion
- Deflection Shield
- Fractal Spawn
- Greater Mind Merge
- Growth
- Gunslinger
- Hive Mind
- Indomitable
- Insentient Crush
- Intimidate
- Launch
- Leap
- Mind Control
- Mortar Barrage
- Orbital Ray
- Overdrive
- Overload
- Psi Fade
- Psi Lance
- Psi Shield
- Psychic Storm
- Psychic Tether
- Reconstruction Protocol
- Shadowshot
- Stealth
- Strangle
- Stun Immune
- Transform
- Vertical Drive
- 3 Gene Mods
- 4 Officer Training
- 5 Psionic Abilities
- 6 Positive Quirks
- 7 Negative Quirks
- 8 Death Perks
- 9 Unique Perks
Normal Perks

Gain 5% DR. Shots from beam weapons (laser/pulse/drone/cyberdisc) lose half of their penetration when targeting this unit.
XCOM: Goliath, Shogun
Aliens: Mechtoid, Sectopod, Exalt SHIV Leaders
Equipment: Shielding Module

If this unit has not moved, the first standard shot costs 0 AP. Grants +1 small equipment slots.
XCOM: Infantry

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.
XCOM: Rocketeer, Engineer
Aliens: Thin Man Leaders

Shots gain +10% crit damage per enemy in sight.
XCOM: Scout, Infantry, Assault, Jaeger
Aliens: Floater Leaders, Cyberdisc Leaders, Exalt Operative Leaders, Exalt Elite Operative Leaders

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

A state of constant alertness grants this unit +20 defense at all times. Does not apply against attacks from steadied shots.
XCOM: Jaeger
Aliens: Sectoid Leaders, Drone Leaders, Thin Man Leaders, Seeker Leaders, Cyberdisc Leaders, Exalt Medic Leaders, Exalt Elite Medic Leaders
Equipment: Cognitive Enhancer

Grants +20% radius and +1 damage to explosives. Does not affect Gravity Mines.
XCOM: Rocketeer, Goliath

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.
Equipment: LMEC Suits

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).
XCOM: Assault, Marauder
Aliens: Berserker

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.
XCOM: Assault

This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight.
XCOM: Sniper, Infantry, Gunner, Rocketeer, Medic, Engineer, Jaeger, Marauder
Aliens: Exalt Marksman Leaders, Exalt Elite Marksman Leaders

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).
XCOM: Scout, Shogun

Fire a +35 aim shot with x less damage (where x is half of the weapon's base damage). Requires 2 ammo.
Equipment: SMGs, SAWs, LMGs, Burst Fire Module

Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30]
XCOM: Marauder
Aliens: Outsider

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.
XCOM: Assault
Aliens: Seeker Leaders, Heavy Floater Leaders, Exalt Operative, Exalt Elite Operative

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.
XCOM: Shogun

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.
XCOM: Medic

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.
XCOM: Gunner, Engineer, Goliath
Aliens: Drone, Floater Leaders, Heavy Floater Leaders, Sectopod, Exalt Operative Leaders, Exalt Elite Operative Leaders, Exalt Heavy Leaders, Exalt Elite Heavy Leaders
Equipment: Anti-Armor Module

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.
XCOM: SHIV
Aliens: Mechtoid, Sectopod, Exalt SHIV Leaders
Equipment: Aegis Armor, Titan Armor, HMEC Suits

Grants proximity-based DR from shots against this unit over 10 tiles away (+3% DR per tile further than 10).
XCOM: Goliath
Aliens: Outsider, Chryssalid Leaders, Berserker Leaders, Mechtoid Leaders, Sectopod Leaders

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.
Aliens: Muton Elite Leaders, Exalt Heavy, Exalt Elite Heavy
Equipment: LMGs

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.
XCOM: Marauder

Smoke grenades grant an additional +20 defense (+50 defense total -- defense affects psi as well). Using a smoke grenade costs 0 AP.
XCOM: Engineer
Aliens: Exalt Medic, Exalt Elite Medic

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.
XCOM: Sniper, Scout

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.
XCOM: Gunner, Engineer, Goliath

Grants +1 damage and +20 aim against targets at or below half HP. Double the effects if using a sidearm.
XCOM: Sniper, Infantry
Aliens: Sectoid Leaders, Sectoid Commander Leaders, Exalt Marksman, Exalt Elite Marksman

Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
XCOM: All Soldiers, All MEC Troopers

After moving, if this unit still has AP remaining, the next non-movement idle-ending action costs 0 AP.
XCOM: Covert Operative

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.
XCOM: Medic
Aliens: Exalt Medic, Exalt Elite Medic

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.
XCOM: All Soldiers, All MEC Troopers on a final mission

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.
XCOM: Rocketeer

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.
XCOM: Hover SHIV
Aliens: Drone, Floater, Seeker, Cyberdisc, Heavy Floater
Equipment: Seraph Armor, Archangel Armor

Grants immunity to critical hits. Injury and fatigue times are reduced by 15%.
XCOM: Marauder, Goliath, Shogun
Aliens: Cyberdisc, Sectopod, Exalt SHIV Leaders

Explosives critically hit exposed targets, have double the bleed chance, and apply 2 stacks if they cause bleeding.
XCOM: Assault, Rocketeer, Goliath, Shogun
XCOM: Shogun

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.
Equipment: Ghost Armor

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.
XCOM: Infantry, Rocketeer, Engineer, Goliath, Shogun

Grants +4 armor HP and %DR equal to a quarter of the % total HP lost.
XCOM: Gunner, Marauder, Goliath, Shogun
Aliens: Outsider Leaders, Chryssalid Leaders, Berserker Leaders, Exalt Elite Operative Leaders, Exalt Medic, Exalt Elite Medic

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).
XCOM: Medic
XCOM: All MEC Troopers, SHIV
Aliens: Drone, Chryssalid, Seeker, Cyberdisc, Mechtoid, Berserker, Sectopod, Exalt SHIV
XCOM: Assault, Rocketeer, Engineer

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.
XCOM: Scout, Shogun

Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration].
XCOM: Gunner, Rocketeer, Medic, Engineer
Aliens: Drone, Outsider Leaders, Exalt Marksman, Exalt Elite Marksman, Exalt Heavy, Exalt Elite Heavy, Exalt SHIV Leaders
Equipment: Holo Charger

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].
XCOM: Jaeger

Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors.
XCOM: Sniper, Scout, Infantry, Gunner, Jaeger
Aliens: Outsider, Exalt Marksman, Exalt Elite Marksman

If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead.
XCOM: All MEC Troopers
Aliens: Thin Man Leaders, Outsider Leaders, Berserker, Muton Elite, Heavy Floater Leaders

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.
XCOM: Sniper

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).
XCOM: Jaeger, Marauder, Shogun

Grants +30% crit damage.
XCOM: Assault, Jaeger

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).
XCOM: Scout, Infantry, Gunner, Rocketeer

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.
XCOM: Infantry, Rocketeer
Aliens: Drone Leaders, Floater Leaders, Muton Leaders, Mechtoid, Muton Elite Leaders, Heavy Floater Leaders, Exalt Elite Marksman Leaders, Exalt SHIV Leaders
Equipment: Weapon Supercooler

Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.
XCOM: Infantry, Assault, Gunner, Engineer, Jaeger, Marauder, Goliath, SHIV
Aliens: Outsider Leaders, Muton Leaders, Mechtoid, Muton Elite Leaders, All Exalt Soldiers, Exalt SHIV Leaders

Grants 10 aim, crit, def and crit resist if not within 6 tiles of an allied unit.
XCOM: Sniper, Jaeger, Marauder

Partial cover grants the defense and DR bonus of full cover.
XCOM: Scout
Aliens: Sectoid Leaders, Sectoid Commander, Exalt Marksman Leaders, Exalt Elite Marksman Leaders

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).
XCOM: Sniper

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.
Equipment: Pistols

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.
XCOM: Engineer

Suppression damages enemies immediately with a round of suppressive fire. Suppressive Fire can cause bleeding.
XCOM: Gunner
Aliens: Muton, Muton Elite

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).
XCOM: Engineer

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.
XCOM: All MEC Troopers

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.
XCOM: Marauder

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).
XCOM: Sniper

Reaction shots gain +10 aim and can critically hit.
XCOM: Sniper, Infantry, Gunner, Medic
Aliens: Drone, Thin Man Leaders, Outsider Leaders, Muton Leaders, Seeker Leaders, Cyberdisc, Muton Elite Leaders, Sectopod, Exalt Operative, Exalt Elite Operative, Exalt Elite Medic Leaders, Exalt SHIV Leaders

Standard shots have a chance to disorient mechanical units equal to the percent of total HP lost.
Equipment: Arc Rifle, Arc Pistol

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.
XCOM: Scout

Grants +30% throw range and +50% weapon damage to explosive grenades.
XCOM: Infantry

The primary weapon gains +15 penetration.
XCOM: Gunner
Aliens: Seeker, Cyberdisc, Heavy Floater
Equipment: Armor Piercing Ammo

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.
Equipment: Alloy Bipod

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]
XCOM: Assault, Medic

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.
XCOM: Sniper, Scout

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

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.
XCOM: Marauder, SHIV

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.
XCOM: Sniper, Scout, Infantry, Assault, Rocketeer, Medic, Engineer
Aliens: Sectoid, Seeker, Sectoid Commander, Exalt Operative Leaders, Exalt Elite Operative Leaders

Fire twice with your primary weapon; accuracy gains above 50% hit chance only contribute half to final hit chance.
XCOM: Assault, Medic, Jaeger

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]
XCOM: Goliath
Aliens: Mechtoid Leaders, Sectopod, Exalt SHIV Leaders
Equipment: Retaliatory Sensor

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.
XCOM: Gunner
Aliens: Sectoid Leaders, Thin Man Leaders, Outsider Leaders, Muton Leaders, Seeker Leaders, Cyberdisc Leaders, Exalt Elite Operative Leaders, Exalt Medic, Exalt Elite Medic

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].
XCOM: Scout

XCOM: Engineer
Aliens: Drone

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.
XCOM: Marauder, Goliath, Shogun, SHIV
Aliens: Cyberdisc Leaders, Mechtoid Leaders, Sectopod Leaders, Exalt SHIV

If at full HP, non-psionic attacks are repulsed, causing them to graze (dealing only half of the original damage)
XCOM: Jaeger, Marauder
Aliens: Sectoid Leaders, Thin Man Leaders, Muton Leaders, Sectoid Commander Leaders
Equipment: Banshee Armor, Corsair Armor, Ghost Armor
XCOM: SHIV
Aliens: Drone, Seeker, Cyberdisc, Sectopod

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.
XCOM: Assault

Explosives deal +1 damage, gain +20 penetration, and double environmental damage.
XCOM: Rocketeer, Engineer, Shogun

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].
XCOM: Medic
Aliens: Exalt Medic Leaders, Exalt Elite Medic Leaders

Fire an additional reaction shot and gain +20 defense during overwatch. Grants Opportunist.
XCOM: Infantry, Gunner, Medic
Aliens: Drone, Thin Man Leaders, Outsider Leaders, Muton Leaders, Seeker Leaders, Cyberdisc, Exalt Elite Operative Leaders, Exalt Elite Medic Leaders

Reaction shots deal +50% base weapon damage. Grants +10% DR against the first damage taken each turn.
XCOM: Goliath
Aliens: Floater Leaders, Mechtoid, Heavy Floater, Exalt Elite Heavy Leaders, Exalt SHIV Leaders

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.
XCOM: Sniper, Scout, Marauder
Aliens: Thin Man Leaders, Exalt Elite Operative Leaders, Exalt Medic Leaders, Exalt Elite Medic Leaders
Equipment: Chameleon Vest

All shots gain +15 aim against biological targets.
XCOM: Sniper, Medic, Jaeger
Aliens: Exalt Medic Leaders, Exalt Elite Medic Leaders

Equipped Javelin rockets gain an additional use. Rockets gain +25% damage. Explosives apply 50% more shred. Grants +1 small equipment slots.
XCOM: Rocketeer
XCOM: SHIV
Equipment: SAWs, LMGs, Plasma Weapons, Shredder Ammo

Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.
XCOM: Scout, Rocketeer, Medic, Engineer
Aliens: Exalt Medic, Exalt Elite Medic

Shots gain +20 crit and do not trigger reaction fire.
XCOM: Scout, Shogun
XCOM: Assault, Marauder, SHIV
Aliens: All Alien Leaders

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.
XCOM: Sniper
Aliens: Drone Leaders, Thin Man Leaders, Outsider Leaders, Sectopod Leaders, Exalt Marksman, Exalt Elite Marksman
Equipment: Marksmen Scope

Provides +2 armor HP, immunity to panic, and reduces injury times by 30%.
XCOM: Infantry, Assault, Gunner, Medic
Aliens: All Exalt Leaders

Medics using a Medikit heal an extra HP for each idle Engineer within 4 tiles. Engineers using Repair heal an extra HP for each idle Medic within 4 tiles.
XCOM: Medic, Engineer

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]
XCOM: Gunner
Aliens: Muton, Muton Elite, Exalt Heavy, Exalt Elite Heavy

Shots against autopsied targets affected by red fog deal 50% more damage.
XCOM: Medic

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

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.
Aliens: Sectoid Leaders, Thin Man, Floater, Seeker Leaders, Sectoid Commander Leaders, Heavy Floater,
Equipment: Seraph Armor, Archangel Armor

Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).
XCOM: Infantry, Rocketeer, Engineer, Goliath

Grants +2 armor HP. Grants +20 crit resistance when protected by cover.
XCOM: Infantry, Assault, Gunner
Aliens: Muton, Muton Elite, Exalt Heavy Leaders, Exalt Elite Heavy Leaders
XCOM: Scout

This unit passively detects units and uncloaks Seekers within 6 tiles through walls/obstacles. Provides immunity to strangulation.
Equipment: Proximity Sensor

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.
XCOM: Sniper, Scout, Jaeger, Marauder,
Aliens: Outsider, Exalt Marksman Leaders, Exalt Elite Marksman Leaders
Equipment: Infrared Module

Increases DR of all cover to 60% but grants 10 less defense. For XCOM, grants Steadfast.
XCOM: Infantry, Assault, Gunner, Medic
Aliens: Muton, Muton Elite, Exalt Heavy, Exalt Elite Heavy
Alien Only Perks

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.
Aliens: Chryssalid
Aliens: Thin Man
Aliens: Thin Man
Aliens: Chryssalid

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.
Aliens: Floater Leaders, Muton Leaders, Muton Elite Leaders, Heavy Floater Leaders, Sectopod Leaders, Exalt Heavy Leaders, Exalt Elite Heavy Leaders, Exalt SHIV Leaders

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.
Aliens: Muton

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.
Aliens: Berserker

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.
Berserker

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.
Aliens: Sectopod

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.
Aliens: Thin Man, Floater, Heavy Floater

Robotic unit detonates causing damage to surrounding units and cover. Cyberdisk/Sectopod: Triggered upon death only. Drone: Triggered as self-destruct
Aliens: Drone, Cyberdisc, Sectopod

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.
Aliens: Floater Leaders, Muton, Berserker Leaders, Muton Elite, Heavy Floater Leaders, Exalt Elite Operative Leaders, Exalt Medic, Exalt Elite Medic

Spotters for this unit can spot targets for the purpose of squadsight regardless of their AP.
Aliens: Exalt Marksman, Exalt Elite Marksman

Shots from this unit are explosive and will deal half weapon damage to units within 1.5 tiles.


