Abilities List (LWR)
Contents
- 1 Normal Perks
- Absorption Fields
- Aggression
- Awareness
- Body Shield
- Bombard
- Brawler
- Bring 'Em On
- Bullseye
- Close Combat Specialist
- Close Encounters
- Collateral Damage
- Combat Drugs
- Concealment
- Critical System Targeting
- Damage Control
- Danger Zone
- Dense Smoke
- Disabling Shot
- Double Tap
- Executioner
- Extra Conditioning
- Field Medic
- Fire Rocket
- First Aid
- Flight
- Burst
- Fast and Furious
- Fortified
- Fragmentation
- Grenadier
- Grit
- 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
- Maim
- Mayhem
- Mechanic
- One For All
- Onslaught
- Opportunist
- Packmaster
- Penetrator
- Pistolero
- Platform Stability
- Precision Shot
- 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
- Suppression
- Tactical Mobility
- Tandem Warheads
- Tenacious Defense
- Tracker
- Vital Point Targeting
- Will To Survive
- 2 Alien Only Perks
- Acidic
- Acid Spit
- Blood Call
- Bloodlust
- Bull Rush
- Cannon Fire
- Cluster Bomb
- Death Explosion
- Deflection Shield
- Greater Mind Merge
- Growth
- Hive Mind
- Indomitable
- Insentient Crush
- Intimidate
- Launch
- Leap
- Mind Control
- Orbital Ray
- Overload
- Psi Lance
- Psi Shield
- Psychic Storm
- Psychic Tether
- Shadowshot
- Stealth
- Strangle
- Stun Immune
- Transform
- 3 Gene Mods
- 4 Officer Training
- 5 Psionic Abilities
- 5 Positive Quirks
- 5 Negative Quirks
- 5 Death Perks
- 5 Unique Perks
Normal Perks
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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, Shogun, SHIV via equipment Aliens: Drone Leaders, Mechtoid, Sectopod Equipment: Shielding Pod |
Acid Tech 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. |
Aggression Shots gain +10% crit damage per enemy in sight. |
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Awareness A state of constant alertness grants this unit +20 defense at all times. Does not apply against attacks from steadied shots. Available for:
XCOM: Jaeger Aliens: Sectoid Leaders, Drone Leaders, Thinman Leaders, Chryssalid Leaders, Outsider Leaders Equipment: Cognitive Enhancer |
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. |
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). |
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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. |
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). |
Burst
Fire a +35 aim shot with x less damage (where x is half of the weapon's base damage). Requires 2 ammo. |
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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] |
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. |
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 |
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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
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 |
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. Available for:
XCOM: Goliath, Gunner, Engineer Aliens: Drone, Floater Leaders, Outsider Leaders, Heavy Floater Leaders, Sectopod |
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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. |
Dampening Shield Grants proximity-based DR from shots against this unit over 10 tiles away (+3% DR per tile further than 10). Available for:
XCOM: Goliath Aliens: Outsider, Chryssalid Leaders, Berserker Leaders, Mechtoid Leaders, Sectopod Leaders |
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. |
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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 |
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. |
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. |
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Executioner Grants +1 damage and +20 aim against targets at or below half HP. Double the effects if using a sidearm. |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Fast and Furious
After moving, if this unit still has AP remaining, the next non-movement idle-ending action costs 0 AP. Available for:
XCOM: Covert Operative |
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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 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 |
Flight
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. Available for:
XCOM: All Soldiers via equipment, Hover SHIV Aliens: Drone, Floater, Seeker, Cyberdisc, Heavy Floater Equipment: Archangel Armor, Seraph Armor |
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Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 15%. Available for:
XCOM: Goliath, Marauder, Shogun Aliens: Berserker Leaders, Chryssalid Leaders, Heavy Floater Leaders, Sectopod |
Fragmentation Explosives critically hit exposed targets, have double the bleed chance, and apply 2 stacks if they cause bleeding. |
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. |
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Grit
Grants +4 armor HP and %DR equal to a quarter of the % total HP lost. Available for:
XCOM: Goliath, Gunner, Shogun Aliens: Outsider Leaders, Berserker, Chryssalid Leaders, Muton Elite Leaders, Heavy Floater Leaders, Sectopod Leaders |
Gun Slayer
Primary weapon shots deal bonus % weapon damage equal to the target's current HP. Stacks with Slayer. Available for:
Equipment: Plasma Stellerator |
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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. |
Holo Rounds Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration]. Available for:
XCOM: Engineer, Medic, Gunner, Rocketeer, SHIV via equipment Aliens: Drone, Outsider Leaders Equipment: Holo Charger |
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Hunter 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]. Available for:
XCOM: Jaeger |
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors. |
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: Sniper |
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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). |
Killer Instinct Grants +30% crit damage. |
Kitted
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). |
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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. Available for:
XCOM: Infantry, Rocketeer, Goliath, SHIV via equipment Aliens: Cyberdisc Leaders, Drone Leaders, Mechtoid, Muton Leaders, Muton Elite Leaders, Sectoid Commander Leaders Equipment: Weapon Supercooler |
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon. Available for:
XCOM: Engineer, Gunner, Infantry, Assault, Marauder Aliens: Outsider Leaders, Muton Leaders, Muton Elite Leaders, Sectoid Commander Leaders |
Lone Wolf
Grants 10 aim, crit, def and crit resist if not within 6 tiles of an allied unit. |
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Low Profile
Partial cover grants the defense and DR bonus of full cover. |
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 |
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. |
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Mayhem
Suppression damages enemies immediately with a round of suppressive fire. Suppressive Fire can cause bleeding. |
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
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 MECS |
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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
Reaction shots gain +10 aim and can critically hit.
Available for:
XCOM: Infantry, Marauder, Gunner, Sniper, Medic, Jaeger Aliens: Cyberdisc Leaders, Muton Leaders, Muton Elite Leaders, Outsider Leaders, Sectoid Leaders, Sectoid Commander Leaders, Sectopod Leaders, Seeker Leaders, Thinman Leaders |
Overload
Standard shots have a chance to disorient mechanical units equal to the percent of total HP lost. |
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Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists. |
Penetrator
The primary weapon gains +15 penetration. |
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. |
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Pistolero 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] |
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. |
Ram
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. Available for:
XCOM: SHIVs |
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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. |
Rapid Fire Fire twice with your primary weapon; accuracy gains above 50% hit chance only contribute half to final hit chance. |
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 via equipment Aliens: Mechtoid Leaders, Sectopod Leaders Equipment: AutoSentry Turret |
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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. Available for:
XCOM: Gunner, Medic, SHIV via equipment Aliens: Cyberdisc Leaders, Floater Leaders, Heavy Floater Leaders, Muton Leaders, Muton Elite Leaders, Sectoid Leaders, Sectoid Commander Leaders, Seeker Leaders, Thinman Leaders Equipment: Adaptive Tracking Pod |
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 |
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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. Available for:
XCOM: Goliath, Marauder, SHIV, All Soldiers via equipment Aliens: Cyberdisc Leaders, Floater Leaders, Mechtoid Leaders, Sectopod Leaders Equipment: Regenerative Plating |
Repulsor If at full HP, non-psionic attacks are repulsed, causing them to graze (dealing only half of the original damage) Available for:
XCOM: Marauder, Jaeger, Shogun Aliens: Thinman Leaders, Floater Leaders, Muton Leaders, Muton Elite Leaders, |
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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 Explosives deal +1 damage, gain +20 penetration, and double environmental damage. |
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 |
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Sentinel Fire an additional reaction shot and gain +20 defense during overwatch. Grants Opportunist. Available for:
XCOM: Gunner, Infantry, Medic Aliens: Cyberdisc Leaders, Muton Leaders, Muton Elite Leaders, Outsider Leaders, Sectoid Leaders, Sectoid Commander Leaders, Seeker Leaders, Thinman Leaders |
Sentry Reaction shots deal +50% base weapon damage. Grants +10% DR against the first damage taken each turn. |
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. |
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Sharpshooter All shots gain +15 aim against biological targets. |
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: Gunner, Other Soldiers via equipment Aliens: Floater Leaders, Muton Leaders, Muton Elite Leaders, Heavy Floater Leaders Equipment: Shredder Ammo, Plasma Rifle/Plasma Carbine (bio only), Plasma Battle Rifle (mech only) |
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Slayer
All weapons and equipment deal bonus % weapon damage equal to the target's current HP. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. |
Snapshot
Shots gain +20 crit and do not trigger reaction fire. |
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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. Available for:
XCOM: Sniper, Scout via equipment Aliens: Drone Leaders, Muton Elite Leaders, Outsider Leaders, Thinman Leaders, Sectopod Leaders Equipment: Marksmen Scope |
Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%. |
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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] |
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. Available for:
XCOM: All Soldiers via equipment Aleins: Floater, Heavy Floater, Muton Leaders, Muton Elite Leaders, Sectoid Leaders, Sectoid Commander Leaders, Thinman, Seeker Leaders Equipment: Archangel Armor, Banshee Armor, Seraph Armor |
Tandem Warheads Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%). |
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Tenacious Defense Grants +2 armor HP. Grants +20 crit resistance when protected by cover. |
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Tracker
This unit passively detects units and uncloaks Seekers within 6 tiles through walls/obstacles. Provides immunity to strangulation. Available for:
XCOM: All Soldiers via equipment, All SHIV via equipment Equipment: Proximity Sensor, Motion Tracker |
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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 Increases DR of all cover to 60% but grants 10 less defense. For XCOM, grants Steadfast. |
Alien Only Perks
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Acidic
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.
Available for:
Aliens: Chryssalid |
Available for:
Aliens: Thinman |
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:
Aliens: Muton |
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Bloodlust
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. Available for:
Aliens: Berserker |
Brute
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. Available for:
Berserker |
Bull Rush
Charge towards an enemy to make a melee attack. Available for:
Aliens: Berserker |
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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:
Aliens: Sectopod |
Cluster Bomb
Launch a barrage of explosives that deal heavy damage over a 5 tile radius area. 1 turn delay while charging. Reaction shots are disabled while charging.
Available for:
Aliens: Sectopod |
Death Explosion
Robotic unit detonates causing damage to surrounding units and cover. Cyberdisk/Sectopod: Triggered upon death only. Drone: Triggered as self-destruct |
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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. |
Explosive Shots
Shots from this unit are explosive and will deal half weapon damage to units within 1.5 tiles. |
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 |
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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 |
Hive Mind
Spotters for this unit can spot targets for the purpose of squadsight regardless of their AP. |
Indomitable
If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Available for:
Aliens: Outsider Leaders, Berserker, Thin Man Leaders, Muton Elite, Heavy Floater Leaders |
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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. Available for:
Ethereal |
Launch
Launch to any position on the battlefield and then sometimes enter Overwatch and/or gain a Prepared buff. Launch cannot be used indoors. Available for:
Aliens: Floater |
Leap
Allows vertical leaps onto elevated surfaces during movement. |
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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. |
Orbital Ray
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. Available for:
Drone |
Plasma Shield
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. Available for:
All Alien Champions |
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Psychic Tether
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. Available for:
Ethereal |
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 |
Psi Shield
This unit generates a psionic force shield when targeted by an ally's Mind Merge ability. Available for:
Aliens: Mechtoid |
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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. |
Psychic Wave
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). Available for:
Aliens: Ethereals |
Pursuit
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. Available for:
Aliens: Chryssalids |
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Shadowshot
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. Available for:
Aliens: Thinman |
Skitter
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. Available for:
Aliens: Chryssalid Leaders |
Stealth
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. Available for:
Aliens: Seeker |
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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 |
Stun Immune
This unit cannot be stunned with the Stun Rifle; taking a live specimen is not possible. |
Taunt
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. |
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Transform
Can toggle between a open and closed state. When closed gain hardened, 20 defense, and immunity to critical hits. Available for:
Aliens: Cyberdisc |
Uber
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. Available for:
Aliens: Uber Ethereal |
Gene Mods
(See also: Gene Mods)
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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 |
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. |
Dual Heart
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%. Available for:
XCOM: All Soldiers |
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Enhanced Metabolism
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. Available for:
XCOM: All Soldiers |
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Muscle Amp
Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. |
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Neural Damping
Grants immunity to panic. Reduces psionic damage received by 30%. |
Predictive Tracking
Reaction shots gain +10 aim. Burst gains an additional +10 aim. Available for:
XCOM: All Soldiers |
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Available for:
XCOM: All Soldiers |
Officer Training
(See also: Officers)
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Commanding Officer
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. Available for:
XCOM: All Officers |
Available for:
XCOM: All Officers |
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 |
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Clutch Leadership
Squad receives +10 defense when protected by cover and +1 aim per enemy the officer can see. Officers gain +5 base aim. Available for:
XCOM: All Officers |
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. |
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 |
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Cover Tenacity
Squadmates protected by cover gain +2% DR per enemy the officer can see. Officers gain +5 base DR and +2 base HP. Available for:
XCOM: All Officers |
Natural Leadership
Squad receives +10 defense when protected by cover and +4 will per enemy the officer can see. Officers gain +20 base will. Available for:
XCOM: All Officers |
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 |
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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 Numbers
Squad receives +2 will per squad member. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +20 will. Available for:
XCOM: All Officers |
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)
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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. |
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. |
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. Available for:
XCOM: Psionic Soldiers |
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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
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 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.
Available for:
XCOM: Psionic Soldiers |
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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
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
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. Available for:
XCOM: Psionic Soldiers |
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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
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. Available for:
XCOM: Psionic Soldiers |
Positive Quirks
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Armorer: |
Baller: |
Boosted Cores: |
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Brawny |
Ceaseless: |
Combat Technician: |
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Cool Commander: |
Crack Shot: |
Critical Analysis |
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Fascination with ALIEN : |
Keen Mind: |
Lucky: |
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Luminary: |
Mental Dominion: |
Omnipresent Command: |
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On The Ready: |
Pain is Temporary: |
Passionate: |
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Pistol Pro: |
Prepared for the Worst: |
Prevail: |
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Psionic Breacher: |
Psionic Sensitivity: |
Psionic Strength: |
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Quick Burn: |
Quick Foot |
Rapid Reaction: |
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Receptive Patient: |
Resolute Mind |
Slugger: |
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Something To Fight For: |
Stalker: |
Steady Hands: |
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Steel Skin: |
Superdense Muscles: |
Suppression Prodigy: |
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Surgeon: |
The Mountain: |
Turtler: |
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Uncanny Foresight: |
Unload: |
Unyielding: |
Negative Quirks
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Challenging Patient: |
Fear of ALIEN : |
Feeble: |
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Green Lung: |
Hesitant: |
Immunocompromised: |
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Luddite: |
Maladroit: |
Overconfident: |
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Simple: |
Squeamish: |
Tunnel Vision: |
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Unlucky: |
War Weariness: |
Weak-Willed: |
Death Perks
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Avenger: |
Defiant: |
Ever Vigilant: |
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Perseverance: |
Resolute: |
Survivor: |
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Unhinged: |
Vindicator: |
Unique Perks
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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 |
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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 |





























































































































