스킬 목록 (롱 워 리밸런스)
일반 스킬

+20% DR 제공.

치명타 데미지가 +1 증가하며, 치명타율이 +20% 증가합니다.
Available for: Assault, Infantry, Jaeger, Marauder
Template:자동 위협 측정 (롱 워 리밸런스) Available for: Jaeger
Template:육체 방어 (롱 워 리밸런스) Available for: All MEC Troopers
Template:싸움꾼 (롱 워 리밸런스) Available for: Assault, Marauder
Template:호승심 (롱 워 리밸런스) Available for: Assault, Gunner, Jaeger, Sniper
Template:죽음의 시선 (롱 워 리밸런스) Available for: Engineer, Infantry, Medic, Scout, Sniper, SHIV
Template:근접 전투 전문가 (롱 워 리밸런스) Available for: Assault, Marauder, Medic, SHIV
Template:조우전 (롱 워 리밸런스) Available for: Assault, Medic
Template:부수적 피해 (롱 워 리밸런스) Available for: Shogun
Template:전투 약물 (롱 워 리밸런스) Available for: Medic
Template:은신 (롱 워 리밸런스) Available for: Scout
Template:취약점 조준 (롱 워 리밸런스) Available for: Engineer, Goliath, Gunner, Infantry, Jaeger, Shogun
Template:데미지 컨트롤 (롱 워 리밸런스) Available for: SHIV
Template:위험 구역 (롱 워 리밸런스) Available for: Goliath, Rocketeer, SHIV
Template:짙은 연막 (롱 워 리밸런스) Available for: Engineer
Template:먼 곳에서의 죽음 (롱 워 리밸런스) Available for: Sniper
Template:무력화 사격 (롱 워 리밸런스) Available for: Scout, Sniper
Template:무력화 사격(액티브) (롱 워 리밸런스) Available for: Scout, Sniper
Template:이연사 (롱 워 리밸런스) Available for: Engineer, Gunner, Rocketeer, Sniper
Template:처형인 (롱 워 리밸런스) Available for: Jaeger, Marauder, Sniper
Template:특수 적응 훈련 (롱 워 리밸런스) Available for: All MEC Troopers, All Soldiers
Template:전투 의무병 (롱 워 리밸런스) Available for: Medic
Template:로켓 발사 (롱 워 리밸런스) Available for: Rocketeer
Template:구급 상자 (롱 워 리밸런스) Available for: Rocketeer, Scout, Shogun
Template:엄폐 해제 사격 (롱 워 리밸런스) Available for: All Soldiers, SHIV
Template:충격 회복력 (롱 워 리밸런스) Available for: Goliath, Marauder
Template:파이어 인 더 홀 (롱 워 리밸런스) Available for: Engineer, Goliath, Rocketeer, Shogun

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: Engineer, Goliath, Infantry, Shogun
Template:열정과 끈기 (롱 워 리밸런스) Available for: Assault, Goliath, Gunner, Medic
Template:대전차 탄두 (롱 워 리밸런스) Available for: Engineer, Rocketeer, Shogun
Template:히트 앤 런 (롱 워 리밸런스) Available for: Scout, Shogun
Template:홀로그램 조준 (롱 워 리밸런스) Available for: Engineer, Gunner, Jaeger, Rocketeer, Scout, SHIV, Sniper
Template:제트부츠 모듈 (롱 워 리밸런스) Available for: Jaeger, Marauder, Shogun
Template:킬러의 본능 (롱 워 리밸런스) Available for: Assault, Jaeger, Marauder, Shogun
Template:점화 완료 (롱 워 리밸런스) Available for: Infantry, SHIV
Template:락 앤 로드 (롱 워 리밸런스) Available for: Engineer, Goliath, Gunner, Infantry, Jaeger, Marauder
Template:고독한 늑대 (롱 워 리밸런스) Available for: Jaeger, Sniper
Template:저자세 (롱 워 리밸런스) Available for: Scout
Template:아수라장 (롱 워 리밸런스) Available for: Goliath, Gunner, Infantry, Rocketeer, SHIV, Sniper
Template:숙련공 (롱 워 리밸런스) Available for: Engineer
Template:정비공 (롱 워 리밸런스) Available for: Engineer
Template:원 포 올 (롱 워 리밸런스) Available for: All MEC Troopers
Template:기회주의자 (롱 워 리밸런스) Available for: Assault, Infantry, Marauder, Goliath, Gunner,
Template:팩마스터 (롱 워 리밸런스) Available for: Infantry, Medic, Rocketeer, Scout
Template:대전차 탄 (롱 워 리밸런스) Available for: Goliath, Gunner, Shogun
Template:플랫폼 안정성 (롱 워 리밸런스) Available for: Gunner, Rocketeer, Scout, Sniper
Template:정밀 사격 (롱 워 리밸런스) Available for: Scout, Sniper
Template:레인저 (롱 워 리밸런스) Available for: Assault, Infantry, Medic, Rocketeer, Scout, Sniper
Template:속사 (롱 워 리밸런스) Available for: Assault

Allows 2 reaction shots during overwatch. Grants +40% DR when overwatching.
Available for: Marauder

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.
Available for: Gunner, Marauder, Medic

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: Goliath, Marauder, SHIV

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

Available for: Engineer

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.

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: Assault

Explosives deal +1 damage, gain +20 penetration, and double environmental damage.
Available for: 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].
Available for: Medic

Fire an additional reaction shot and gain +20 defense during overwatch. Grants Opportunist.
Available for: Gunner, Infantry, Medic

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

All shots gain +15 aim against biological targets.
Available for: Infantry, Jaeger, Medic, Sniper

Grants proximity-based DR if the damage is within 10 tiles (+5% DR per tile up to +50% at point blank).
Available for: Marauder

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

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
Available for: Assault, Scout, SHIV

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.

Provides +2 armor HP, immunity to panic, and reduces injury times by 30%.
Available for: All MEC Troopers, All Soldiers

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

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

Grants +2 armor HP. Grants +20 crit resistance when protected by cover.
Available for: Assault, Gunner, Infantry

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

Increases DR of all cover to 60% but grants 10 less defense. For XCOM, grants Steadfast.
Available for: Assault, Gunner, Infantry, Medic
Alien Only Perks

Throw or launch grenades and devices 30% further.
Available for: Muton Leaders, Thin Man Leaders

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

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

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

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

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

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.
Available for: Berserker Leaders, Ethereal

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.
Available for: Floater, Heavy Floater, Muton Leaders, Muton Elite Leaders, Sectoid Leaders, Sectoid Commander Leaders, Thin Man Leaders
Gene Mods
(See also: Gene Mods)

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

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

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

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%.
Officer Training
(See also: Officers)

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

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

Non-SHIV squad members have a 50% chance (Modified by Campaign Length) to gain +1 aim/will when completing a mission with no soldier deaths. +1 Command Charge.

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

Squad receives +20% DR when protected by cover.

Squad receives +4 aim per continent bonus XCOM has earned.

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

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

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

All soldiers in the squad gain +15% mission experience. Officer gains +1 Command and +1 use on equipped grenades.
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 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.

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.


