Abilities List (LWR): Difference between revisions
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Revision as of 11:54, 14 July 2020
Normal Perks

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: Engineer, Infantry, Medic, Sniper, Scout

Grants an additional battle scanner. If this unit cannot be seen by any enemies and walks (not dashes) to full cover it will become and/or stay concealed. Enemies will not target this unit (but can sense it) when concealed. Leaving cover (that enemies have sight of), beginning a turn in sight of an enemy, being Holo'd, being flanked, and performing any action will break this concealment. Firing from concealment grants +3 crit damage and +30 crit.
Available for: Scout

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.
Available for: Engineer, Goliath, Gunner, Infantry, Jaeger, Shogun

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

All shots gain a 20% chance to jam enemies weapons, forcing a reload before they can fire again (each enemy weapon can only be jammed once). Grants Disabling Shot.

Grants 2 medikits.
Available for: Rocketeer, Shogun, Scout

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.

Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration].
Available for: Engineer, Gunner, Jaeger, Rocketeer, Scout, Sniper

Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists.
Available for: Infantry, Medic, Rocketeer, Scout

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.

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: Assault, Infantry, Medic, Rocketeer, Scout, Sniper

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: Scout

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.

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.
Available for: Assault, Medic, Shogun, Scout

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

Shots gain +20 crit and do not trigger reaction fire.
Available for: Assault, Infantry, Scout

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.
Available for: Infantry, Jaeger, Scout, Shogun
Alien Only Perks
Gene Mods
(See also: Gene Mods)

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.

Grants +6 mobility and +40 defense when below 50% HP.

Height advantage grants an additional +20 crit.

If this unit misses a shot, it's next shot gains +20 aim (even if multiple turns apart).

Grants immunity to panic. Reduces psionic damage received by 30%.
Officer Training
(See also: Officers)
Psionic Abilities
(See also: Psionics)

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.

Causes the target to lose grip on reality, causing -25 aim/stack, -25 will/stack, -50% AoE range, -25 defense, -40% mobility, and deals will/20 damage. Robotic units are immune. 4 turn cooldown.

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.

Psi attackers that attack a friendly unit in vision are dealt 4 damage. Does not effect the psionic attack itself.

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 Defense, +30% graze chance, +30 Will, and +30% Psionic damage resistance. 4 turn cooldown.

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.

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.

Project a bolt of pure psi force up to 10 tiles that destroys all destructible cover in a 2 tile radius area but does not harm units. 3 turn cooldown.

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.

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.

