Abilities List (LWR)
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
- 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
- Bull Rush
- 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.

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, Thinman 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.

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).

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).

Fire a +35 aim shot with x less damage (where x is half of the weapon's base damage). Requires 2 ammo.

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]

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, Outsider 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.

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.

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.

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.

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.

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.

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.

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.
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%.

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

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.

Grants +4 armor HP and %DR equal to a quarter of the % total HP lost.
XCOM: Gunner, Marauder, Goliath, Shogun
Aliens: Outsider Leaders, Berserker Leaders, Chryssalid 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, Seeker, Chryssalid, Cyberdisc, Berserker, Mechtoid, Sectopod, Exalt SHIV

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].
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).

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).

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, Cyberdisc 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
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.

Partial cover grants the defense and DR bonus of full cover.
XCOM: Scout, Assault
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.

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

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

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

Reaction shots gain +10 aim and can critically hit.
XCOM: Sniper, Infantry, Gunner, Medic
Aliens: Drone, Thinman 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.

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, Muton Elite, 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]

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.

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.

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.

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, Thinman 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

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: Muton Leaders
Equipment: Banshee Armor, Corsair Armor, Ghost Armor

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.

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].

Fire an additional reaction shot and gain +20 defense during overwatch. Grants Opportunist.
XCOM: Infantry, Gunner, Medic
Aliens: Drone, Thinman 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: Thinman Leaders, Exalt Elite Operative Leaders, Exalt Medic Leaders, Exalt Elite Medic Leaders
Equipment: Chameleon Vest

All shots gain +15 aim against biological targets.

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

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

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, Thinman 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%.

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.

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]

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, Thinman, 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%).

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

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

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

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

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

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

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.
Aliens: Outsider Leaders

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).
Outsider

Standard shots from pistols cost only 1 AP.

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

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

Allows vertical leaps onto elevated surfaces during movement.

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.

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.
Drone

All psionic abilities have their cooldown reduced to 1 turn. Countercharge triggers twice as often and deals double damage.
Sectoid Commander Leaders

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.
All Alien Champions

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.

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.
Drone

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.
Aliens: Chryssalids

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.
Aliens: Thinman

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.
Aliens: Chryssalid Leaders

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.
Aliens: Seeker

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.
Seeker

This unit cannot be stunned with the Stun Rifle; taking a live specimen is not possible.

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.

Can toggle between a open and closed state. When closed gain hardened, 20 defense, and immunity to critical hits.
Aliens: Cyberdisc

Telescopic stabilizers and hydraulic actuators enable the Sectopod to scale walls and reach elevated positions with ease.
Aliens: Sectopod
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.
XCOM: All Soldiers

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.

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%.
XCOM: All Soldiers

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.
XCOM: All Soldiers
Aliens: Chryssalid Leaders, Berserker Leaders, Muton Elite Leaders, Heavy Floater, Exalt Elite Operative Leaders, Exalt Elite Heavy

Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.
XCOM: All Soldiers
Aliens: Outsider, Berserker, Exalt Elite Operative Leaders, Exalt Elite Marksman

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

Reaction shots gain +10 aim. Burst gains an additional +10 aim.
XCOM: All Soldiers
Officer Training
(See also: Officers)

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.
XCOM: All Officers

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.
XCOM: All Officers

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

All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base mobility and +1 Command.

Squadmates protected by cover gain +3 defense per enemy the officer can see. Officers gain +10 base aim and defense.
XCOM: All Officers

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

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

All soldiers ranked SGT or lower gain +70% mission experience. Officer gains +1 Command and +1 reaction shot on Overwatch.
XCOM: All Officers

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

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

All soldiers in the squad gain +15% mission experience. Officer gains +1 Command and +1 use on equipped grenades.
XCOM: All Officers
Psionic Abilities
(See also: Psionics)

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.

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.

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.

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.
Aliens: Sectoid Commander

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.
XCOM: Psionic Soldiers

Purely mechanical enemies that can see this unit at the beginning of their turn take 30% of their max HP in psionic damage.
Aliens: Ethereal

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.
XCOM: Psionic Soldiers

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.
Aliens: Uber Ethereal

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.

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.

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.
XCOM: Psionic Soldiers

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.
Aliens: Ethereal

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.

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.

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.
Aliens: Ethereal

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).
Aliens: Ethereal

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.

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.
Aliens: Uber Ethereal
Positive Quirks
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.
Baller:
This soldier was a competitive sports player in their past and their experience carries over. Grants +15% throw range.
Boosted Cores:
This soldier personally modifies the explosives they bring into missions. Grants +1 damage to all explosives.
Brawny:
This soldier has hit the gym and it shows. Grants +2 base HP.
Ceaseless:
This unit works best under pressure. Grants a 30% chance per enemy in sight for reloading to be a free action.
Combat Technician:
This Engineer is comfortable working in a combat situation. The passive heal from Mechanic heals 45% of damage taken (instead of 30%).
Conflaguration:
The hotter the flame the better. This unit has modified their flamethrowers to deal +2 damage.
Cool Commander:
This commander doesn't sweat the hardships of command. Reduces fatigue accumulation by 35%.
Crack Shot:
This soldier is a master at connecting their shots. Shots from this soldier never graze.
Critical Analysis:
This soldier is an expert at spotting even the smallest weakness in enemies. Grants +15 crit.
Entrenchment:
This unit has learned how to quickly maximize cover when aiming. Grants +50 defense when steadying a weapon in cover.
Fascination with ALIEN :
This soldier has a passion for studying ALIEN. Their shots deal 50% more weapon damage against ALIEN. All incoming attacks from ALIEN graze, dealing half of their original damage.
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.
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.
Lucky:
For this soldier, things always seem to work out. Grants a 20% chance for any miss to hit instead.
Luminary:
This commander has a naturally inspiring way. Grants an additional Command Charge during each mission.
Meld Infused:
This soldier has been infused with meld granting bonus stats: +2 mob, +10 aim, +20 will, +5 HP.
Mental Dominion:
This soldier has superior control of their own mind. If an enemy Mind Controls this soldier, this soldier has a 50% chance to immediately break the control without consequence.
Nanobot Mastery:
This unit understands how medikits work better than most experts. Heals from this unit are not reduced by healing fatigue.
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.
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.
Pain is Temporary:
This soldier just wants to get back at it and can ignore pain. Reduces injury times by 70%.
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.
Pistol Pro:
This soldier knows how to use a pistol, and how to use it well. Grants +2 damage to all pistol shots.
Prepared for the Worst:
This commander is always on the ready if things get too hairy for their men. Tactical retreats occur in a single turn. Once called, this commander gains 5 command charges.
Prevail:
This soldier turns on when the stakes are the highest. Doubles the bonuses granted by the Bring 'Em On perk.
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.
Psionic Sensitivity:
This psion has an easier time sensing enemy brain activity. Doubles the chance countercharge will trigger.
Psionic Strength:
This psion has unsually strong neural activity. Grants +1 damage to Countercharge, Mind Fray, and Kinetic Blast.
Quick Burn:
This unit has the adrenaline pumping at the beginning of each mission. Grants a bonus of +2.6 mobility at the start of each mission which decreases by 0.6 mobility each turn until the bonus reaches 0 mobility.
Quick Foot:
This soldier has learned how to be quick on their feet. Grants +0.6 base mobility.
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.
Receptive Patient:
This soldier responds well to the nanobots in medikits. Medikits used on this unit heal 1 more HP.
Resolute Mind:
This soldier has gained incredible control over their mind. Grants +10 base will.
Rocketinker:
This soldier creates their own custom made rockets, increasing their range by 20%.
Slugger:
This soldier has gained a natural feel for using the KSM. Melee attacks deal +30% weapon damage.
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%.
Stalker:
This soldier has special skill in attacking their enemies from out of sight. Shooting while hidden grants an additional +2 damage.
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.
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.
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.
Suppression Prodigy:
This soldier has a natural talent for applying suppressive fire. Suppressive fire deals +1 damage.
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.
Synaptic Fusion:
Fusions of synapses have drastically increased the efficiency of this unit's neural framework. The result is 50% faster experience gain.
The Mountain:
This soldier has perfected becoming an immobile shield. Increases the DR gained during One For All from 40% to 50%.
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.
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.
Unload:
This soldier can fire multiple rounds into targets. Shots from this soldier have a 10% chance to cost 0 AP.
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.
Negative Quirks
Challenging Patient:
This soldier responds poorly to the nanobots in medikits. Medikits used on this unit heal 1 less HP.
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.
Feeble:
War has taken its tole on this soldier and they don't have the constitution they used. Reduces base HP by 2.
Green Lung:
This soldier experienced a hypersensitivity to the alien fumes causing some permanent lung damage. Increases fatigue times by 30%.
Hesitant:
This soldier takes a while to get the adrenaline pumping and engage fully. Grants a malus of -2.0 mobility at the start of each mission which increases by 0.6 mobility each turn until the bonus reaches 0 mobility.
Immunocompromised:
This soldier has acquired an alien illness that impairs wound healing. Doubles injury times.
Luddite:
This soldier gets confused with some of the newer technology. Repairs to units that are missing some base HP repair 1 less HP.
Maladroit:
This soldier has never been exceptional at throwing. Grants -10% throw range.
Overconfident:
This commander commits hastily and rarely thinks of retreat. Tactical retreats take 1 turn longer.
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.
Squeamish:
This soldier has seen too much blood. Medikits on units that are missing some base HP heals 1 less HP.
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.
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
Avenger:
This soldier had comrades killed during battle and plans to never let it happen again. Gains +1 crit damage and +10% throw range.
Defiant:
This soldier has vowed to let nothing get in the way ever again. Permanent immunity to Psychic Tether, fatigue, and exhausted.
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.
Perseverance:
This soldier will not stop until the alien threat is eliminated. Fatigue and injury times reduced by 40%, half if augmented.
Resolute:
This soldier lost comrades in the war and has gained an unwavering resolve. Gains +50% xp from all missions.
Survivor:
This soldier survived some bloody battles, increasing resilience. Gains %DR equal to half of the % total HP lost.
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.
Vindicator:
This soldier lost friends dear to them and wants justice. Grants +10 crit and +2 crit damage.
Unique Perks
Annette --- Driven By Pressure: Gain +20 will if there are 2 or more enemies in sight
Van Doorn - Cool Under Pressure: (Enemies in sight)% for end-in-idle actions to be free actions
Zhang ---- Ex Triad: +2 damage with pistols
Graf ------ Practiced Ease: +10% crit chance
Miller ---- Relentless: 25% chance for missed standard shots to be free actions
Orlov ----- Natural Killer: +1 damage against targets at or below 50% HP







