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Abilities List (LWR)

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Revision as of 22:57, 22 April 2021 by SweetMochi (talk | contribs) (Alien Only Perks: add psychic storm)

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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, SHIV
Aliens: Mechtoid, Sectopod, Seeker Leaders
Aggression
Aggression
Aggression
Shots gain +10% crit damage per enemy in sight.

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

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:
XCOM: All MEC Troopers
Tinker
Tinker
Tinker
Throw or launch grenades and devices 30% further.

Available for:
XCOM: Rocketeer
Aliens: Muton Leaders, Thin Man Leaders
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
Aliens: Outsider Leaders
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.


Available for:
XCOM: Assault, Gunner, Jaeger, Sniper
Aliens: Muton Elite Leaders
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: Engineer, Infantry, Medic, Scout, Sniper, SHIV
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: Assault, Marauder, Medic, SHIV
Aliens: Muton Elite Leaders, 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.

Available for:
XCOM: Assault, Medic
Aliens: Heavy Floater Leaders, Seeker Leaders
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
Concealment
Concealment
Concealment
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:
XCOM: Scout
Aliens: Thin Man Leaders
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.

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:
XCOM: Goliath, Rocketeer, SHIV
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
Disabler
Disabler
Disabler
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.

Available for:
XCOM: Scout, Sniper
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: Scout, Sniper
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: Engineer, Gunner, Rocketeer, Sniper
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 MEC Troopers, All Soldiers
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
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
First Aid
First Aid
First Aid
Grants 2 medikits.

Available for:
XCOM: Rocketeer, Scout, Shogun
Saturation Fire
Saturation Fire
Saturation Fire
Fire a +25 aim shot with -50% weapon damage. Requires 2 ammo.

Available for:
XCOM: All Soldiers, SHIV
Fortified
Fortified
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 15%.

Fragmentation
Fragmentation
Fragmentation

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


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

HEAT Warheads
HEAT Warheads
HEAT Warheads

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


Available for:
XCOM: Engineer, Rocketeer, Shogun
Aliens: Cyberdisc
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].


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

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

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
Aliens: Drone
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:
XCOM: All Soldiers
Mayhem
Mayhem
Mayhem
Suppression damages enemies immediately with a round of suppressive fire. Suppressive Fire can cause bleeding.

Available for:
XCOM: Goliath, Gunner, Infantry, Rocketeer, SHIV, Sniper
Aliens: Heavy Floater
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
Opportunist
Opportunist
Opportunist
Reaction shots gain +10 aim and can critically hit.



Packmaster
Packmaster
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists.

Available for:
XCOM: Infantry, Medic, Rocketeer, Scout
Penetrator
Penetrator
Penetrator
The primary weapon gains +15 penetration.

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: Gunner, Rocketeer, Scout, Sniper
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: Scout, Sniper
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: Assault, Infantry, Medic, Rocketeer, Scout, Sniper
Aliens: Sectoid, Seeker
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
Rapid Reaction
Rapid Reaction
Rapid Reaction
Allows 2 reaction shots during overwatch. Grants +40% DR when overwatching.

Available for:
XCOM: Marauder
Aliens: Floater Leaders, Heavy Floater
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]

Available for:
XCOM: Goliath, Marauder, SHIV
Aliens: Mechtoid Leaders, Sectopod Leaders
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.

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: 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
Sentinel
Sentinel
Sentinel

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


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: Infantry, Jaeger, Medic, Sniper
Aliens: Thin Man Leaders
Shock-Absorbent Armor
Shock-Absorbent Armor
Shock-Absorbent Armor
Grants proximity-based DR if the damage is within 10 tiles (+5% DR per tile up to +50% at point blank).

Available for:
XCOM: Marauder
Aliens: Berserker Leaders, Chryssalid Leaders
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: Gunner
Aliens: Muton Elite Leaders
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.

Available for:
XCOM: Engineer, Medic, Rocketeer, Scout
Snap Shot
Snap Shot
Snapshot
Shots gain +20 crit and do not trigger reaction fire.

Sprinter
Sprinter
Sprinter

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


Available for:
XCOM: Assault, Scout, SHIV
Aliens: All Alien Leaders
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%.

Available for:
XCOM: All MEC Troopers, All Soldiers
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]

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%).

Tenacious Defense
Tenacious Defense
Tenacious Defense
Grants +2 armor HP. Grants +20 crit resistance when protected by cover.

Available for:
XCOM: Assault, Gunner, Infantry
Aliens: Muton, Muton Elite
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

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:
Muton
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:
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.

Available for:
Ethereal, Muton, Muton Elite
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.

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:
Sectoid Commander
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
Intimidate
Intimidate
Intimidate
Reacts unpredictably when wounded, provoking panic in enemies.

Available for:
Muton Berseker
Leap
Leap
Leap
Allows vertical leaps onto elevated surfaces during movement.

Available for:
Thin Man, Chryssalid
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:
Sectoid Commander
Overpower
Overpower
Overpower
This unit has an Overpowering Aura that causes enemies to lose a percent of their aim, mobility, throw range, and rocket accuracy equal to it's will/6. High base HP and distance beyond 20 tiles can mitigate this loss. Specifically, targets lose 1 percentage point less/more attributes for each base HP above/below average and targets lose 1 percentage point less attributes for each tile beyond 20. Does not affect SHIVs.

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:
Ethereal
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.


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
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.

Gene Mods

(See also: Gene Mods)

Adaptive Bone Marrow
Adaptive Bone Marrow
Adaptive Bone Marrow
This soldier recovers from fatigue and injuries 15% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).

Available for:
XCOM: All Soldiers
Aliens: Ethereal, Outsider
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
Adrenaline Surge
Adrenaline Surge
Adrenaline Surge
Grants +6 mobility and +40 defense when below 50% HP.

Available for:
XCOM: All Soldiers
Predictive Tracking
Predictive Tracking
Predictive Tracking
Reaction shots gain +10 aim. Burst gains an additional +10 aim.

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
Iron Skin
Iron Skin
Iron Skin

Grants +10 Base DR and +20 crit resistance.


Available for:
XCOM: All Soldiers
Muscle Fiber Density
Muscle Fiber Density
Muscle Fiber Density
Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.

Available for:
XCOM: All Soldiers
Aliens: Berserker, Chryssalid, Outsider
Neural Damping
Neural Damping
Neural Damping
Grants immunity to panic. Reduces psionic damage received by 30%.

Available for:
XCOM: All Soldiers
Aliens: Muton Elite, Outsider
Dual Heart
Dual Heart
Dual Heart
Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 2 turns. Increases throw range by 20%.

Available for:
XCOM: All Soldiers
Smart Macrophages
Smart Macrophages
Smart Macrophages
Grants complete immunity to corrosion and shredding.

Available for:
XCOM: All Soldiers

Officer Training

(See also: Officers)

Battlefield Aptitude
Battlefield Aptitude
Battlefield Aptitude
Squad receives +10 defense when protected by cover and +10 will.

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
Aliens: All Alien Leaders
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
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
Fortiores Una
Fortiores Una
Inspired Tenacity
Squad receives +20% DR when protected by cover.

Available for:
XCOM: All Officers
International Warriors
International Warriors
International Warriors
Squad receives +4 aim per continent bonus XCOM has earned.

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 Diversity
Strength in Diversity
Strength in Diversity
Squad receives +1 will per different nationality in the squad. Gain Commanding Officer [1 command charge, +10% squad xp/rank, -20% personal fatigue].

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)

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.

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.
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.

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.
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.

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.


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.
Psychokinetic Strike
Psychokinetic Strike
Psychokinetic Strike
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.
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.

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.