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Perk List (TJ)

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Revision as of 07:44, 21 January 2026 by Anthogator (talk | contribs) (+ Ray Of Life + Acidball + Poisonball + Ball Lightning + Thunderous Roar)
TedJam Main Page

Ted Jam includes numerous changes to existing perks from Long War of the Chosen, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors.

Class Perks

Some of these abilities can also be learned using AP (Ability Points) after building the Training Center.


Acidball

Acidball
Kinesis. Launch a ball of acid that explodes, shredding armor and inflicting a strong acid burn in an area.
  • Has a 5 turn Cooldown.

Accurate Reaction

Accurate Reaction
Increases accuracy with all reaction fire by 15.
  • Increases accuracy with all reaction fire by 15.

A Certain Scientific Railgun

A Certain Scientific Railgun
Grants a single use wrist mounted electrical railgun. It fires a narrow but devastating beam.
  • Grants a single use wrist mounted electrical railgun. It fires a narrow but devastating beam.

Adaptive Aim

Adaptive Aim
When Overdrive is active, Standard Shots do not incur recoil penalties.
  • Adaptive Aim eliminates the -15% Aim penalty for consecutive Standard Shots when Overdrive is active.

Adrenaline

Adrenaline
Each time you score a kill, you gain 1 Shield. Passive.
  • Can activate up to 5 times per mission.
  • Does not activate when killing Lost.
  • Passive.

Advanced Aid Protocol

Advanced Aid Protocol
Aid Protocol and Stronghold Protocol also increase the target's dodge by 15 and reduce the chance of being critically hit by 30.
  • Aid Protocol and Stronghold Protocol also increase the target's dodge by 15 and reduce the chance of being critically hit by 30.

Advanced Intrusion

Advanced Intrusion
Gain Failsafe and Trojan, negating the effects of failed hacks, and improving Haywire Protocol to damage and consume the target's actions when it ends.
  • Failsafe: If you fail a hack, you prevent any negative effects from occurring.
  • Trojan: Enemy units affected by Haywire Protocol take damage and lose their actions on the turn the hack effect ends.

Advanced Reposition

Advanced Reposition
Once per turn, gain an additional move action after taking a standard or one of the special shots at a flanked or exposed target with your primary weapon.
  • Cannot activate on the same turn as Run and Gun or Close Encounters.
  • Does not apply when attacking unflankable units.
  • Applies to many more abilities than Reposition does.

Advice

Advice
Share the tricks of the hunting trade with an ally. Raises chance to score a critical hit.
  • Costs 1 action, does not end the turn.
  • Can be used on any ally within line of sight.
  • Raises chance to score a critical hit by 20%.
  • Provides an extra 10% bonus if used on the soldier's Bondmate.
  • Lasts 2 turns.
  • Has a 3 turn cooldown.

Aegis

Aegis
Shield Protocol also reduces all incoming damage by 33%.
  • The reduction applies to all damage taken while the shield is active, not just damage absorbed by the shield.

Against the Odds

Against the Odds
Gain +2 Aim per enemy the squad can see (max +20).
  • If you're facing enough enemies to hit the +20 cap, run.

Aggression

Aggression
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
  • Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
  • Units visible at squadsight ranges do confer bonus.

Aid Protocol

Aid Protocol
Command your GREMLIN to move to a friendly target. It grants that target a bonus to Defense until the start of the next player turn.
  • Aid Protocol, if used with your first action, will not end your turn.
  • As Aid Protocol takes effect immediately, it can be used to defend against reaction fire from enemies.
  • More advanced GREMLIN models will increase the defensive bonus granted by Aid Protocol.

Aim

Aim
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn.
  • The bonus granted by Aim can apply to any weapon shot.

Aim (TJ)

Aim
Hunker Down now confers +20 aim and +20 critical chance to the first shot on the following turn.
  • The bonus granted by aim can apply to any weapon shot.
  • Also affects Entrench, Shield Wall, Coil, and Defensive Coil.

Aim Assist

Aim Assist
Gain additional +15 aim and +15 crit against holotargeted units.

Notes: Either the Holotargeter or the Holo Targeting perk works for this perk.


Airstrike

Airstrike
Once per mission, call in an airstrike that does 8-12 damage in a large area. Costs both actions.
  • The airstrike will destroy almost all cover in the area of effect.
  • This ability can be used anywhere your squad has vision even if the user does not have direct line of sight.
  • Can leave fire in the area.

Airdrop

Airdrop
The GREMLIN grants an explosive grenade to the targeted ally. Usable 2 time(s) per mission.
  • Grants an explosive grenade to the targeted ally.
  • Airdrop initially confers a frag grenade, but will grant a plasma grenade once researched.
  • Activating Airdrop uses one action and does not end the soldier's turn.
  • Activating Airdrop does not break concealment.
  • Usable 2 time(s) per mission.

Alpha Mike Foxtrot

Alpha Mike Foxtrot
You do 4 additional points of base damage and 2 additional point(s) of bonus critical damage with your primary weapon.

Alpha Strike

Alpha Strike
Spend two actions to give all allies within 5 tiles an extra action. Usable 2 times per mission. Has a 24 turn cooldown.
  • This ability does not provide the bonus to stunned or panicked allies.
  • Doesn't give the action point to the caster.

Ambush

Ambush
Take a reaction shot against any enemy that moves or attacks within a cone of fire. Can only be used while concealed.
  • There is no limit to the amount of Ambush shots a soldier can take outside of ammo counts.
  • Ambush is best used while the entire squad is concealed to start combat on the enemy's turn.
  • 3 turn cooldown.

Ammo Conservation

Ammo Conservation
Activated ability that does not cost an action point. For the remainder of this turn, your ammo will be refunded after each shot you take. 4 turn cooldown.
  • Activated ability that does not cost an action point. For the remainder of this turn, your ammo will be refunded after each shot you take.
  • Shots and abilities still require you to have the required amount of ammo in your weapon.
  • 4 turn cooldown.

Amplify

Amplify
Mark a single target with a Psionic lens, causing them to take an additional 50% damage from the next 3 attacks. Costs 1 Focus, free action.
  • Amplify will last for three damage instances.
  • This ability is a free action, costs 1 focus and has a 3-turn cooldown.

Anatomy

Anatomy
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
  • This is an unconditional passive bonus.
  • The Armor Pierce bonus will not show on attack previews, but it will function when the attack lands.

Apex Predator

Apex Predator
Critical hits with your primary weapon have a chance to panic the target and nearby enemies.
  • Critical hits with your primary weapon have a chance to panic the target and nearby (within 4 tiles) enemies.
  • The chance to panic is 125% and is negatively affected by target's Will.

Apotheosis

Apotheosis
Become a god, massively increasing your dodge, Rend damage and mobility. Requires a minimum of 3 focus and consumes it all.
  • A free action that makes the Templar substantially more powerful for two turns.
  • Increases damage by 50% for each point of focus above 2.
  • Increases Dodge by 20 for each point of focus above 2.
  • Increases mobility by 2 for each point of focus above 2.
  • Requires a minimum of 3 focus.
  • Consumes all focus.
  • 5 Turn Cooldown

Arc Lance

Arc Lance
The soldier fires the Arcthrower in a straight line blast. The shot ignores line of sight and is unaffected by cover bonuses.
  • Has a 4 turn cooldown.

Arc Pulser

Arc Pulser
Your Arc Thrower now damages mechanical enemies and reduces their defense against hacking attempts.
  • The Arc Pulser is effective anywhere in the soldier's sight range.
  • Requires one action and ends the soldier's turn when fired.
  • Can use every other turn.
  • Damage to mechanical units increases as arc thrower technology improves.
  • Reduces enemy hack defense by 20.

Arc Wave

Arc Wave
Rend generates a wave of Psionic energy in the direction of the attack. Damage increases with Gauntlet tier.
  • Arc Wave does not affect the target of the original Rend attack.
  • Arc Wave deals 4/7/10 damage depending on weapon tier and ignores armor.
  • Arc Wave travels through environmental objects.

Arc Welder

Arc Welder
You can use your arc thrower to heal friendly mechanical units.
  • Starts each battle with 2 charges that heal 4 HP.
  • Works for any friendly robotic unit, including SPARKs, resistance MECs and hacked ADVENT units.

Area Suppression

Area Suppression

Fire a barrage that pins down multiple targets within a 4-tile radius, granting reaction fire against anyone that moves, and imposing a -25 penalty to all targets' aim until suppression is removed. Cannot be used when concealed.

  • Area Suppression cannot be used when the soldier is concealed.
  • Any unit that attempts to move will face reaction fire as long as the suppressing unit has ammo remaining.
  • Does not work with shotguns or sniper rifles.
  • Area Suppression requires 3 ammo points to use but uses two upon activation. An additional ammo is used for each reaction shot. It has no cooldown.
  • Area suppression will be canceled if the suppressing unit is damaged.
  • If multiple units suppress a target, the aim penalty will not stack.
  • Suppression restricts many of the target's abilities, including the use of rockets and grenades.

Arsenal

Arsenal
The BIT can equip and fire heavy weapons.
  • Arsenal allows the SPARK to equip heavy weapons in their loadout.

Assassin

Assassin
Gain concealment after killing a flanked or uncovered enemy with the assigned weapon. Activates once per turn.
  • The soldier will enter concealment even if they are flanked.
  • Applies when killing unflankable enemies.

Avenger

Avenger
Once per turn, take a reaction shot with your assault rifle at a visible enemy that has taken an offensive action. The reaction shot ignores cover bonuses.
  • Avenger will not activate if this unit is shot at.
  • Can only activate during the enemy's turn.
  • Can only trigger once per turn.

Back To Back

Back To Back
If this soldier ends turn within 1.5 tiles of an unimpaired allied soldier, enemies will not receive flanking bonuses to Aim and Crit against either of the soldiers during enemy turn.
  • The effect is lost if one of the soldiers becomes impaired.
  • 1 tile range means the soldiers must be on directly adjacent tiles. The effect will not be granted if they are on diagonal tiles.

Ball Lightning

Ball Lightning
Kinesis. Launch an electrical sphere that explodes on impact, damaging and shocking everything in the targeted area. Does more damage to robotic or cybernetic targets.
  • Has a 5 turn Cooldown.

Bandage Throw

Bandage Throw
Provide an ally with a pack of bandages to stop bleeding effects and heal them for 1 HP each turn for 3 turns. 4 uses per mission. 1 turn cooldown.
  • The target has to be conscious and able to act in order to be able to use the bandages.
  • Battlefield Medicine tech improves the Bandage's heal to 2 HP per tick.

Bandit

Bandit
Once per turn, restore 1 ammo after taking a shot with your primary weapon.
  • Once per turn, restore 1 ammo after taking a shot with your primary weapon.

Bandolier

Bandolier
Grants an extra utility item slot only usable for ammo. Ammo in this slot will not drain mobility, even if it will be displayed as such in the armory.
  • Infantry can equip two different ammo items at the same time, but can only benefit from one at a time. If two ammo items are equipped the Infantry will gain a Swap Ammo ability that allows them to change the active ammo type.
  • Consider which ammo you should take on each mission. Infantry become much more powerful when equipped with an ammo type appropriate to the situation.

Banish

Banish
Fire at a target until you run out of ammo or it dies. Each shot has 20 aim less and deals 1 less damage than the previous one. Reveals the Reaper. 5 Turn Cooldown.
  • Each shot in Banish rolls a separate chance to hit.
  • Banish cannot be activated with only 1 ammo remaining.
  • Banish shots can crit.
  • Banish can fire from squadsight

Barrage

Barrage
Attack all targets in a straight line and damage or destroy cover.
  • Barrage has a 70% chance to damage units and a 100% chance to damage or destroy cover.
  • Barrage can hit multiple enemies if you position yourself correctly, but it's okay to use it on just one.
  • Be aware of what Barrage is going to destroy before you fire, including whatever is behind the target.
  • Be careful when aiming Barrage from full cover. The soldier may "step out", causing Barrage to hit a different line than you expected.
  • Requires 3 ammo
  • Has a 4 turn cooldown.

Barrage (Warden)

Barrage (Warden)
Ranged attacks against flanked enemies deal +1 damage. All attacks have a bonus 10% chance to critically hit enemies.

Battle Cry

Battle Cry
Let out a fierce cry, rallying the soldier to arms. Provides a massive bonus to critical chance, but makes received hits equally likely to crit.
  • Both outgoing and incoming attacks cannot be dodged while Battle Cry is active.
  • Reaction fire can crit for the duration.
  • Lasts 2 turns.
  • Has a 5 turn cooldown.

Battlefield Awareness

Battlefield Awareness
If you score a kill during your turn, the next attack against you during the enemy turn will miss. Upon usage, the ability goes on a 3 turn cooldown.
  • When Battlefield Awareness is triggered the soldier is immune to the next damage-dealing attack during the enemy turn, including area of effect attacks.

Battlelord

Battlelord
After each enemy in line of sight takes a turn, take an action after their turn is completed. No action points will be refunded (e.g. from Hit and Run).
  • Battlelord can allow the Skirmisher to prevail in the most dire of circumstances.
  • Battlelord has a 5 turn cooldown.
  • Turns from the Lost and enemy pod reveals do not grant the immediate action.
  • Abilities that refund action points, like Implacable and Hit and Run, will not work during Battlelord.

Battlespace

Battlespace
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn.
  • The extra +9 sight radius wears off after one turn.
  • The +3 sight radius is permanent.

Battle Presence

Battle Presence
Reduce Combat Presence's cooldown by 3 turns.
  • Reduce Combat Presence's cooldown by 3 turns.

Beat Up

Beat Up
Beatdown no longer has a cooldown.
  • Taking Beat Up will allow the soldier to reliably keep a single enemy target locked down over many turns.
  • Note that Beatdown's other restrictions are unaffected.
  • It still cannot target robots or any enemy units that currently have at least 1 point of armor.

Beatdown

Beatdown
Strike an enemy with the butt of your weapon, dealing only little damage, but stunning the target. Can only be used on unarmored, non-robotic targets. Has a 3 turn cooldown.
  • Do 1 damage to an enemy utilizing the butt of your gun.
  • Stuns the target.
  • Can only be used on unarmored, non-robotic targets.
  • Has a 3 turn cooldown.

Biggest Booms

Biggest Booms
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage).
  • Grenades, standard rockets, and MEC micromissiles can inflict critical damage (50% chance for +3 damage).
  • 50% chance for critical damage is not affected by other critical chance modifiers.
  • Does not apply to non-damaging grenades or the concussion rocket or Bunker Buster abilities.
  • Grenade crits will grant +1 damage to ongoing damaging effects such as fire.

Blademaster

Blademaster
All melee attacks deal +1 extra damage and have +10 Aim.
  • Blademaster deals a bonus +1 damage on every successful melee attack.
  • Blademaster grants +10 Aim to melee attacks.

Bladestorm

Bladestorm
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
  • If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier.
  • If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range.
  • Bladestorm does not trigger on your own turn.

Blast Off

Blast Off
Your rockets are a bit more accurate.
  • Your rockets are more likely to hit their intended point of impact, or at least close to it.
  • The maximum it can miss by is reduced by one tile.
  • Can be stacked with Fire In The Hole, for a total maximum scatter reduction of three tiles.

Blaster Mortar

Blaster Mortar
Grants a single use wrist mounted blaster launcher.

Blazing Spear

Blazing Spear
Fire a blazing round in a line, dealing fire damage and burning multiple targets.
  • Deals 10% damage as fire.
  • Has +15 chance to hit.
  • Creates a trail of fire in it's wake.
  • Has a 3 turn Cooldown.

Blend

Blend
Immediately grants concealment that is automatically broken after 2 turns.
  • This is useful for escaping a dicey situation or getting another use out of Surprise.
  • The concealment will break at the start of the player's turn.

Blinding Fire

Blinding Fire
Fire at enemies in a cone. This attack is inaccurate, having a -15 aim penalty, but also reduces the aim of all targets by -15.
  • The cone is 9 tiles long and 6 tiles wide.
  • Costs 2 ammo.
  • Has a 4 turn cooldown.
  • The aim penalty is applied to the targets even if the attack misses them.

Blinding Protocol

Blinding Protocol
Send the Gremlin to deploy a small flashbang on an enemy target, disorienting all enemy units within a small radius (reducing their Aim by 20 and Mobility by 6).
  • Works with Squadsight.
  • Blinding Protocol has a 4 turn cooldown and ends the turn.

  • Has a 3 turn Cooldown.

Blitz Kick

Blitz Kick
Kick an enemy, dealing damage that scales with soldier's rank. This ability can be used only with Move actions.
  • Blitz Kick deals 1-2 base damage (+2 Crit), and gains additional 0.5 bonus damage for each soldier rank. Corporal counts as Rank 2.
  • This ability does not gain any bonuses from equipped weapons.
  • Blitz Kick has innate bonuses of +20 Aim and +0 Crit.

Blood Trail

Blood Trail
Attacks deal +1 damage and ignore up to 40 Dodge if the target has taken damage after your previous turn.
  • The bonuses apply if the enemy has taken damage on your turn or its previous turn.
  • Works with all weapons, except grenades.
  • Plan ahead with squadmate attacks to take full advantage of Blood Trail.

Bloodlet

Bloodlet
Your associated weapon attacks inflict bleeding, dealing 7.5% of the target's max HP (rounded up) damage per turn for 3 Turn(s).
  • Applies to most assigned weapon attacks as well as most pistol attacks.
  • Damage based on max HP is reduced by half against the Chosen and does not apply against the Alien Rulers.

Bloodlust

Bloodlust
Activate to make kills grant 1 Bloodlust stack(s), maximum 4 stacks. Each stack will increase melee damage by 1. At 4 stacks gain access to a powerful Unleash attack that deals high electrical damage in a specified area.
  • Bloodlust lasts 0 turn(s). 0 means infinite duration.
  • Bloodlust ends if there are no enemies in the soldier's line of sight: True
  • 5 turn cooldown. Cooldown starts when the Bloodlust ends.
  • Unleash deals 9 - 11 electrical damage that ignores armor, and 10 environmental damage. Bloodlust stacks do not increase its damage.
  • Unleash is a turn-ending ability that costs at least one standard Action Point.
  • Unleash has a 4 tile radius.
  • Unleash becomes available when 4 stacks are accumulated, and it will consume all stacks when used.
  • Unleash will end the Bloodlust when activated: True.
  • This ability is affected by Windcaller's Legacy as if it was a melee attack.

Bloody Knuckles

Bloody Knuckles
Gain +3 damage with all melee attacks.
  • This affects ALL melee attacks, including but not limited to attacks with a knife, sword, ripjack, or bayonet, and attacks that don't rely on a weapon such as Bull Rush.

Bluescreen Bombs

Bluescreen Bombs
Your flashbang grenades now disorient robotic units and reduce their resistance to hacking.
  • Your flashbang grenades now disorient robotic units.
  • Your flashbang grenades also reduce robotic hack defense by 25.

Bluescreen Knives

Bluescreen Knives
Throwing knives gain +2 pierce and will disorient robotic units.

Body Shield

Body Shield
A targeted enemy receives -20 aim and -50 critical chance against the soldier.
  • A targeted enemy receives -20 aim and -50 critical chance against the soldier.
  • This is a free action.
  • Body Shield has a 2 turn cooldown.

Bolstered Wall

Bolstered Wall
While Shield Wall is in effect, gain +20 bonus Dodge. Passive.
  • While Shield Wall is in effect, gain +20 bonus Dodge.
  • Passive.

Bombard

Bombard
Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage.
  • Bombard can be fired at any location within squadsight.
  • Upgrading your BIT will lead to more Bombard damage.

Bombardier

Bombardier
You may throw or launch grenades two additional tiles.
  • Your grenades have 2 tiles extra range.
  • This includes both launched and thrown grenades.

Boosted Cores

Boosted Cores
Explosive grenades and any damage over time effects inflicted by grenades do one additional damage.
  • Your grenades have extra explosives and do one additional damage but require special training to handle.
  • Damage over time effects applied by grenades such as poison will also do one additional damage.

Booster Shock

Booster Shock
Fire the Arthrower at an ally to grant a bonus move action and temporary shadowstep.
  • Has a 2 turn cooldown.
  • Cleanses Immobilize on the target.

Both Barrels

Both Barrels
Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage.
  • Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage.
  • Uses 2 ammo.
  • Uses one action.

Botnet

Botnet
Activate to allow your squad's standard shots to reduce the target's hack defense by 10. Lasts for 1 Turn(s). Has a 5 Turn(s) cooldown. Free action.
  • Lasts for 1 Turn(s).
  • Your squad's standard shots permanently reduce target's hack defense by 10.
  • Hack defense reduction can stack.
  • Botnet has a 5 Turn(s) cooldown.
  • Standard shot abilities also include Standard Sniper Shot, Light 'Em Up, Pistol Shot and Snap Shot.

Brawler

Brawler
Take 35% less damage from any melee attack, or attacks from within 5 tiles.

Breach

Breach
Fire a shot that destroys cover and shreds armor in a small area, but deals reduced damage and can't get critical hits. Shotgun only.
  • More advanced weapons will deal more damage and shred more armor.
  • Breach is excellent for destroying cover, but deals less damage and has a smaller radius than a launched grenade.
  • Guaranteed damage makes Breach good for finishing off low-hp enemies.
  • Breach cannot crit.
  • Breach requires 3 ammo points and has a 3 turn cooldown.

Bring 'Em On

Bring 'Em On
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives.
  • Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8.
  • Units visible at squadsight ranges do confer bonus.
  • Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).

Brutal Servos

Brutal Servos
Grants +20 crit chance to all Strike attacks, and strike attacks will do +2 additional damage on critical hits.

Brutality

Brutality
Killing organic enemies with your sawed-off shotgun have a 50% chance to panic other organic enemies within 10 tiles of the target.
  • Use Brutality as a crowd-control tool to allow the soldier to move forward more aggressively and combine it with the Ruthless ability to increase your killing power.

Buckle Your Swash

Buckle Your Swash
Follow up melee attacks with a reactive pistol shot.
  • Free actions, reaction and triggered attacks will not trigger the pistol shot.
  • Will only trigger on the primary target of the melee attack.
  • Yarr.

Bull Rush

Bull Rush
Make a special melee attack against any enemy within movement range that deals little damage but stuns the target for 1 turn.
  • Bull Rush also affects mechanical units.

Bullet Time

Bullet Time
Pistol Shot, Trick Shot, Leg Shot, Checkmate, Unload and Fan Fire no longer end turn.
  • Normally Akimbo cannot get Fan Fire, this is for the purposes of compatibility with Musashi's RPG Overhaul.

Bullseye

Bullseye
Fire a shot that deals critical damage and gives the target penalties to Aim, Defense, and Will. 5 turn cooldown.
  • Bullseye is good for weakening tough enemies while also dealing extra damage.
  • Bullseye applies -20 penalties to Aim, Defense, and Will that last until the end of the battle.
  • Bullseye has a 5 turn cooldown.

Bunker Buster

Bunker Buster
Fire a special rocket that destroys buildings and other objects in the environment.
  • Fire a special rocket with a large area of effect that does moderate damage to enemies but huge damage to buildings, vehicles and other objects in the environment.
  • Requires both actions and usable only once per mission.

Burning Rush

Burning Rush
Activate to gain a movement AP, and basic Chemthrower attacks will not use up all AP this turn.
  • Immediately grants a bonus action point that can be used for movement.
  • Chemthrower basic attacks will not end the turn on the turn this is activated.
  • Has a 5 round cooldown.
  • Costs 1 Ammo.
  • Can only be activated if the soldier will still have enough ammo to fire after moving.

Burnout

Burnout
Activating your Flamethrower leaves a small smoke cloud around your position, providing a defensive bonus.
  • When fired, your Flamethrower leaves a small smoke cloud around your position, providing a +20 defensive bonus to anyone within.
  • Area of effect radius of smoke cloud is 1.5 tiles.

Butcher

Butcher
Increases damage against organic targets by 30%.
  • Organic targets means all non-mechanical units.

By My Command

By My Command
The first time you use an officer ability or a command ability per turn you will refund the action point used.
  • The first time you use an officer ability or command ability per turn you will refund the action point used.
  • Officer Abilities: Get Some, Command, Oscar Mike, Jammer, Focus Fire.
  • Command Abilities: Cover Me, You Got This, Get Down, Keep Your Head Down, Call For Fire, Coordinate Fire, Manual Override, Combat Presence.

Call For Fire

Call For Fire
Enter overwatch. All allies in a 7 tile radius around you also enter overwatch.
  • Requires one action point and ends the user's turn.
  • Allies affected by this ability will not automatically end their turn.
  • 5 turn cooldown.

Capacitor Discharge

Capacitor Discharge
Send the GREMLIN to a location where it emits a substantial electric discharge, damaging and disorienting non-robotic units. Robotic units take more damage.
  • Capacitor Discharge has one charge per mission.
  • Capacitor Discharge will deal more damage as you upgrade your GREMLIN.
  • Pierces armor like combat protocol.

Castling

Castling
Swap locations with an ally and then immediately activate shieldwall.
  • Extremely useful for rescuing an imperilled ally.
  • Has a 3 turn Cooldown.

Center Mass

Center Mass
You do one additional point of base damage when using guns.
  • You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.

Chain Lightning

Chain Lightning
A chaining arc thrower attack that stuns up to 5 targets.
  • Chain Lightning chains from target to target in a sequence. Successive targets can be up to 5 tiles away from each other.
  • The attack will not chain to previous targets in the sequence.
  • The sequence of targets will be shown when you preview a target. A hit roll will be made against all targets in the sequence, even if you miss against a previous target. Cover bonuses are calculated from your position, not from the previous target.
  • Chain Lightning cannot be fired at robotic enemies, and it will not chain to them.
  • Requires one action and ends your turn.
  • Chain Lightning has a 4 turn cooldown.
  • Cannot be used from concealment.

Chain Shot

Chain Shot
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically.
  • Chain Shot requires 2 ammo points.
  • Chain Shot has a 3 turn cooldown.
  • Chain Shot has a -10 aim penalty.
  • Chain Shot can be devastating against non-cover enemies, or when augmented with aim bonuses.

Chaining Jolt

Chaining Jolt
The Specialist sends the GREMLIN to an enemy to jolt them. Attack chains to up to 2 nearby enemies. Damage is increased against robotic enemies. This ability replaces Combat Protocol.
  • Deals electrical damage that pierces armour.
  • Chaining Jolt does the same damage as Combat Protocol and replaces it for the soldier.
  • Can only chain to units friendly to the targeted unit and within 5 tiles of each other.
  • Has a 3 turn cooldown.

Channel

Channel
When an enemy dies, it may leave behind Psionic energy the Templar can collect to raise their Focus level.
  • Enemies have a 20% chance to drop Psionic loot.
  • Psionic enemies have a 50% chance to drop Psionic loot.

Channeling Field

Channeling Field
Every time you are targeted, part of the energy is channeled to your weapon. This energy is unleashed with your next Standard Shot.
  • Each point of energy channeled by Channeling Field increases the damage of the next weapon attack by 1.
  • The energy stored by channeling field is expended even if the next shot misses.

Chasing Fire

Chasing Fire
Once per turn, the soldier follows up an ally's attack with a reaction shot.
  • Chasing Fire will not be triggered by other reaction attacks.
  • Will not trigger during Field Of Zero.

Cheap Shot

Cheap Shot
Once per turn, gain a movement action after shooting with your primary weapon at a unit that was damaged this turn. Cannot trigger on the same turn as Knife Encounters.
  • Cheap Shot triggers if the target was previously damaged by any type of damage since the player's last turn, i.e. overwatch and damage over time during the enemy turn counts.
  • Works for Light 'em Up, Chain Shot and Banish in addition to the standard shot.
  • The movement action can be used to enter Shadow if it's off cooldown.

Chemical Storm

Chemical Storm
Unlock a special Chemthrower attack that affects a complete circle around the soldier's position.
  • Unlock a special Chemthrower attack that affects a complete circle around the soldier's position.
  • Costs 3 Ammo.
  • Has a 6 round cooldown.
  • Has a range of 6.67 tiles.

Chemthrower Suppression

Chemthrower Suppression
Pins down a target with continuous fire from the soldier's Chemthrower, granting reaction fire against it if it moves, and imposing a -25 penalty to the target's aim.
  • Will guaranteed burn all targets in the cone immediately.
  • Suppression costs 2 ammo points to use, but has no cooldown.
  • The reaction does not require any additional ammo.
  • Suppression will be canceled if the suppressing unit is damaged.
  • Will damage multiple targets in a cone, if they're nearby when the primary target moves.
  • Bonus effects from chemthrowers are applied immediately.
  • The reaction shot has reduced penalties from enemy cover, making it a good choice to use against entrenched foes.

Chimera

Chimera
The soldier can now equip cannons, sniper rifles, vektor rifles, bullpups, and ripjacks, and gains additional abilities depending on the weapons equipped.
  • SMG: Airstrike - Once per mission, call in an airstrike that does damage in a large area.
  • Rifle: Cyclic Fire - Fire three shots at a target in a single attack.
  • Boltcaster: Pinpoint - Special shot that has bonus aim, critical chance and critical damage for each action consumed.
  • Shotgun: Assault Shot - Fire a shot against a target within a 6 tile radius. Free action, but can't crit. Has a 3 turn cooldown.
  • Cannon: Saturation Fire - Fire a cone shaped barrage of bullets at every enemy in an area. Deals high damage to cover.
  • Sniper Rifle: Squadsight and Double Tap - Fire a standard shot and gain a second action restricted to an additional shot or overwatching.
  • Vektor Rifle: Squadsight and Burst Fire - Fire an automatic 2-shot burst. Has a 2 turn cooldown.
  • Bullpup: Battlelord - Activate after each enemy in line of sight takes a turn.


  • Sword: Overpower - Dashing melee attack. Stuns the target and shreds all of its armor. Non-large units only.
  • Combat Knife - Crippling Wound - Dashing melee attack. Inflicts a permanent non-stacking debuff that severely reduces the target's mobility, aim and dodge.
  • Ripjack: Combat Advance - Dashing melee attack. Costs a single action, doesn't end the turn, and grants a movement-only action. Has a 3 turn cooldown.

Chip Away

Chip Away
Fire a shot with your primary weapon that shreds armor based on weapon tier. Uses 2 ammo. 2 turn cooldown."
  • Fire a shot with your primary weapon that shreds armor based on weapon tier.
  • Conventional weapons shred 2 armor.
  • Laser weapons shred 3 armor.
  • Magnetic weapons shred 4 armor.
  • Coil weapons shred 5 armor.
  • Beam weapons shred 6 armor.
  • Consumes 2 ammo.
  • 2 turn cooldown.

Close and Personal

Close and Personal
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
  • Confers +30 critical chance against adjacent targets.
  • Bonus reduced by 5 for each additional tile of distance from the target, down to 0 at 7 or more tiles.

Close Combat Specialist

Close Combat Specialist
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
  • Will not trigger if soldier is concealed.
  • You may shoot at each enemy with this ability once per turn.
  • Each shot requires 2 ammo.

Close Encounters

Close Encounters
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run.
  • Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles.
  • A red ring will mark the range of this ability.
  • Close Encounters cannot be used on the same turn as Run and Gun.

Close The Tired Eyes

Close The Tired Eyes
Lull a civilian to sleep. Additionally, their sight and detection range will be reduced to 0.
  • Costs 1 action, and does not end the turn.
  • Will not break concealment.
  • A helpful trick for harmlessly incapacitating civilians that might otherwise alert ADVENT.

Close Quarter Duelist

Close Quarter Duelist
Take a shot with your pistol at an enemy that moves or attacks within 4 tiles of you. Only procs on aliens turn. Once Per Target.___

Cold Blooded

Cold Blooded
Once per turn, gain an additional action after taking a standard shot at an enemy suffering from bleeding, poison, burning, or acid burning.
  • Action will not be given if your standard shot inflicted the target's only status ailment.
  • Can activate once per turn.
  • Standard shot abilities also include Standard Sniper Shot, Light 'Em Up and Pistol Shot.

Combat Awareness

Combat Awareness
Grants 15 defense and an armor point when in overwatch.
  • Gain 15 defense and an armor point when in overwatch.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
  • This ability goes into effect if the unit uses suppression.

Combat Drugs

Combat Drugs
A fast-acting stimulant in your smoke grenades grants units in the initial area +20 Aim and +20 Will for 2 turns.
  • A fast-acting stimulant in your smoke grenades grants units in the initial area +20 Aim and +20 Will for 2 turns.

Combat Engineer

Combat Engineer
Your explosives do significantly greater damage to cover objects and other things on the battlefield.
  • More powerful than Sapper by itself, Combat Engineer stacks with Sapper to maximize environmental damage, although either perk alone will still destroy many cover objects.
  • Combat Engineer also prevents environmental damage from falling off from the center of an explosion, meaning you will destroy objects in a larger area.

Combat Fitness

Combat Fitness
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.

Combat Presence

Combat Presence
Grant an extra action to a squadmate.
  • Combat Presence can be used to get squadmates out of tough situations where they need an extra attack or move.
  • Combat Presence has a 4 turn cooldown.

Combat Protocol

Combat Protocol
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.
  • This ability has a 3-turn cooldown.
  • Upgrading your GREMLIN will lead to more damage per charge.

Combat Scanner

Combat Scanner
The GREMLIN scans the designated area, revealing and applying Holo Targeting to all enemies.
  • Can be used to reveal hidden units.
  • Provides a +15 Aim bonus when firing at the targeted enemies.
  • Has a 4 turn cooldown.

Combat Stimulants

Combat Stimulants
A fast-acting stimulant in your smoke grenades grants bonus Aim and Critical Chance to units in the smoke cloud.
  • Grants +10 aim and +10 crit.

Combatives

Combatives
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge.
  • Combatives grants you +90 dodge against melee attacks each enemy turn. The bonus dodge is lost when you parry the first melee attack.
  • Combatives passively grants you +10 dodge.
  • You can only counterattack single target melee attacks.

Compulsion

Compulsion
Psychic. Compel an enemy to fight for you, albeit only briefly.
  • Has a 4 turn Cooldown.

Conceal

Conceal
Immediately enter concealment once per mission.
  • Concealment cannot be used when flanked by nearby enemies.
  • Requires one action and ends the soldier's turn.

Concentration

Concentration
Your grazing attacks are automatically upgraded to normal hits.
  • Attacks that would normally graze their target are automatically upgraded to normal hits.
  • Applies to primary weapons, secondary weapons, and pistols.

Concussion Rocket

Concussion Rocket
Fire a special rocket that does 2 damage but has a chance to stun or disorient organic enemies within its area of effect.
  • One use per mission.
  • It is guaranteed to disorient targets and has a 20% chance to stun.
  • Requires one action and ends the soldier's turn.
  • Elite Codexes and Psi Zombies are immune to all effects including damage.
  • Allies cannot be injured by this attack.

Concussive Blows

Concussive Blows
Your melee critical hits Disorient. Critical hits against disoriented enemies Stun. Melee attacks against stunned enemies deal 25% more damage. Gain 10% melee crit chance.
  • Affects only Melee attacks.
  • Disorient chance: 100%, duration: 2 turns.
  • Stun chance: 100%, stun lasts for 2 actions.
  • Disorientation and Stun from Concussive Blows require a critical hit: True.

Conduit

Conduit
Teleport to an allied soldier. Consumes all action points and grants one Move-only action. Breaks concealment. Allows the soldier to teleport to the original tile after using Intercept.
  • 4 turn cooldown.
  • This ability requires at least one Standard or Move Action Point to activate.
  • Conduit is more effective when used to teleport to a bondmate. Teleporting to a bondmate doesn't require line of sight, and at bond level 3 will grant them a protective shield that absorbs 4 damage and lasts 2 turns, counting the turn the Conduit was used.
  • It's not possible to teleport to a soldier that's dead, mindcontrolled or bleeding out.

Containment Field

Containment Field
Send the GREMLIN to place target unit into Stasis for 1 turn.
  • Can be used on both allies and enemies.
  • Has a 4 turn cooldown.

Controlled Fire

Controlled Fire
Additional shots fired from Area Suppression no longer cost ammo.
  • This only applies to the reaction shots; the cost to use Area Suppression is unchanged.
  • Passive.

Cool Under Pressure

Cool Under Pressure
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.

Coordinate Fire

Coordinate Fire
Fire at a target, then command all adjacent allies to fire at that target. 5 turn cooldown.
  • Fire at a target, then command all adjacent allies to fire at that target.
  • 5 turn cooldown.
  • Allies will follow-up with a standard weapon attack with their primary weapon. If their primary weapon is not a gun, or they are out of ammo, then the follow-up attack will not occur.

Corpore Sano

Corpore Sano
Psionically heal an ally from moderate range.
  • Has 2 charges.
  • The heal scales with psi offense.
  • The heal has a base of 4-6 and a max of 9-11.

Corpsman

Corpsman
Grants a free Medikit.
  • Works with Field Medic.

Corroding Compounds

Corroding Compounds
Chemthrower attacks pierce and shred a small amount of armour.
  • Pierces 2 armour and also shreds 1 armour.

Corrosive Scraps

Corrosive Scraps
Adds 3 Acid Grenades to your inventory.
  • Adds 3 Acid Grenades to your inventory.
  • Upgrades to Acid Bombs once Acid Bombs are researched.
  • Full Kit and similar perks will not increase the amount of grenades added.
  • Does not add item weight.

Coup de Grace

Coup de Grâce
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
  • Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies.
  • The bonuses are halved against disoriented enemies.
  • For Shinobis and Gunners, this perk is applied to their secondary weapon.

Cover Me

Cover Me
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown.
  • The overwatch shot and Cool Under Pressure last until the start of your next turn.
  • Cool Under Pressure grants +10 Aim on Overwatch and other reaction shots, and they can critically hit.

Covering Fire

Covering Fire
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses.
  • If triggered by an enemy action, Covering Fire will trigger before the enemy action completes.
  • In addition, having the Covering Fire ability allows the owner to ignore 2/3 of cover bonuses with reaction fire.

Covert

Covert
Enemies have 25% smaller detection range against you.
  • Enemies have 25% smaller detection range against you, as denoted by red tiles surrounding enemies who are not alerted to your presence.
  • This ability also grants a small reduction in this soldier's impact on infiltration times.
  • Does not apply to ADVENT security towers.

CQC Supremacy

CQC Supremacy
Free dual melee attacks against enemies moving or attempting action in melee range.
  • Each enemy can trigger one dual melee attack from CQC Supremacy or Take Initiative per turn.
  • This limit resets at the end of your turn and at the end of enemy turn.

Crippling Strike

Crippling Strike
Throw a knife that causes the target to be maimed for 1 turn (zero mobility).

Cross Out

Cross Out
Finish off a damaged enemy with a ruthless punch. This ability can target any enemy who has taken health damage and has 6 HP or less remaining. Costs one action and does not end the turn, even when used with a dash move.

Crusader's Rage

Crusader's Rage
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP.
  • Wound reduction does not work if the soldier entered a bleeding out state during the mission.

Cull The Weak

Cull The Weak
Gain +0.5% Crit Chance for every 1% of HP the target is missing.

Cutthroat

Cutthroat
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.

Cybernetic Conditioning

Cybernetic Conditioning
The unit has conditioned themselves for combat, granting themselves extra HP that scales with their equipped armor.

Cyclic Fire

Cyclic Fire
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have a -15 aim penalty. Has a 3 turn cooldown.
  • Special Shot: Fire three shots at a target in a single attack. Requires two actions and all shots have a -15 penalty to aim.
  • Requires 3 ammo.
  • Cyclic Fire has a 3 turn cooldown.
  • Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.

Damage Control

Damage Control
After taking damage, gain 2 armor through the end of the turn.
  • Your armor hardens temporarily after an impact. After taking damage, gain 2 armor through the end of the next turn.

Damn Good Ground

Damn Good Ground
Confers +10 aim and +10 defense against targets at a lower elevation.
  • Confers +10 aim and +10 defense against targets at a lower elevation.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Danger Zone

Danger Zone
Area Suppression suppresses enemies in a 5-tile radius.

Deadcutter

Deadcutter
Slash an undead foe within movement range. If this attack is lethal, its AP cost will be refunded.
  • Has a TBD turn Cooldown.
  • Ignores sustain effects.

Deadeye

Deadeye
Take a shot with a small aim penalty for a significant damage boost.
  • Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%.
  • Deadeye has a 3 turn cooldown.
  • Works with Snap Shot.

Deadly Haze

Deadly Haze
Increase tile coverage of fire, acid, and poison from grenades to 100%. Enemies hit by grenades deal 2 less damage for 1 turn.
  • Increase tile coverage of fire, acid, and poison from grenades to 100%.
  • Enemies hit by grenades deal 2 less damage for 1 turn.

Dead of Night

Dead of Night
Gain +100 Crit Chance against enemies that do not see you. Gain +1 Crit Damage for every 20 of Crit Chance above 100%.
  • Use Nightfall and flank enemies to boost your damage output.

Death Adder

Death Adder
Take a special shot with your primary weapon that deals 50% of the target's missing HP as bonus damage and shatters sustaining effects. Has a 3 turn cooldown.
  • Bonus damage cannot exceed 100% of the attack's base damage.
  • The bonus is applied before other damage modifiers.
  • Has a 3 turn cooldown.

Death Dealer

Death Dealer
Grants +25 crit chance. Critical shots against a flanked target while in Shadow will deal double critical damage.
  • Use Shadow's increased mobility and smaller enemy detection radii to flank enemies and deal massive damage.

Death From Above

Death From Above
Killing an enemy at a lower elevation with your primary weapon refunds a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles.
  • Death From Above can combo well with pistol abilities or can simply make a soldier more mobile.
  • Also grants a long-range accuracy bonus for sniper rifles and vektor rifles at any elevation.

Deception

Deception
Subsequent shots during a turn provide +5% Hit Chance in addition to +20% Melee Critical and +10% Ranged Critical chance if against the same target.
  • After a shot gain +5% Hit Chance in addition to +20% Melee Critical and +10% Ranged Critical chance against your initial target for that turn.
  • The Warden's ability to accrue many actions per turn can result in massive bonuses from Deception.
  • Combine this ability with the likes of Unwavering Concentration or Unbalance to gain massive advantages.

Decimate

Decimate
Fire a shot with your sawed-off shotgun that is guaranteed to hit and will destroy the targets cover.
  • Fire a shot with your sawed-off shotgun that is guaranteed to hit and will destroy the targets cover.
  • 3 turn cooldown.

Dedicated Suppression

Dedicated Suppression
Taking damage no longer cancels Suppression and Area Suppression.

Dedication

Dedication
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
  • Gain 2 mobility and ignore reaction fire for the rest of the turn.
  • Free action.
  • Dedication has a 4 turn cooldown.

Deep Cover

Deep Cover
If you did not attack this turn, hunker down automatically.
  • Non-offensive actions like Reload can still be performed without invalidating Deep Cover.

Demolition

Demolition
Unleash a volley of bullets at your target's cover, significantly damaging or destroying it. Deals no damage to your target.
  • Demolition requires 3 ammo points and has a 5 turn cooldown.
  • Demolition does increased environmental damage, and will destroy most cover objects.

Demolition Cannon

Demolition Cannon
Grants a single use wrist mounted shredder gun. Decimates cover and armour, but deals little damage.

Demolition Duty

Demolition Duty
This unit gains the Sapper, Combat Engineer, Teardown, Saboteur perks.
  • This unit gains the Sapper, Combat Engineer, Teardown, Saboteur perks.
  • Sapper: Slightly increases the environmental damage of explosives.
  • Combat Engineer: Greatly increases the environmental damage of explosives.
  • Teardown: Detonate an explosive environmental object as a free action.
  • Saboteur: Increases damage dealt to destructible objects like alien relays, fuel tanks, and chosen sarcophagus.

Dense Smoke

Dense Smoke
Your smoke grenades confer an additional 10 defense. Also grants one free Smoke Grenade.
  • Your smoke grenades confer an additional 10 defense to those within the smoke, for a total of 30. Also grants one free Smoke Grenade.

Dervish

Dervish
Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s).
  • Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s).

Detonation Shot

Detonation Shot
Fire a shot that detonates explosives carried by the enemy.
  • Costs 2 ammo.
  • Has a 4 turn cooldown.

Devastation

Devastation
The radius of your grenades and rockets is increased by 2, and the radius of your Breach ability is increased by 1.
  • The radius of your grenades and rockets is increased by 2, and the radius of your Breach ability is increased by 1.

Devil's Luck

Devil's Luck
You are immune to the first shot that hits you each mission.
  • Hits include crits and grazes.

Dirty Kick

Dirty Kick
Move to an enemy and kick them in a vulnerable spot. If hits, stuns for 3 actions.
  • This ability includes movement and counts as a melee attack, but it does not deal any damage, even with Hunter's Instincts.
  • Cannot be used against large or robotic enemies.
  • If hits, stuns for 3 actions, meaning that most enemies will spend their next whole turn stunned, and they will have one action on a turn after that.
  • Costs 1 action and doesn't end turn.
  • 3 turn cooldown.

Disabling Shot

Disabling Shot
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
  • Stuns enemies for 2 actions if the shot hits (including if it grazes).
  • Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage.
  • Disabling Shot requires 1 ammo to use.
  • Disabling Shot has a 5 turn cooldown.
  • Only Avatars and Psi Zombies can not be stunned.

Disabling Suppression

Disabling Suppression
Suppression abilities additional disables enemy weapons. They will need to reload before they can fire.

Disarming Shot

Disarming Shot
Take a special weapon shot that disables the target's weapon, forcing them to reload before firing. Additionally, reduces the target's aim by 15 and critical chance by 30 for 2 turn(s). Has a 3 turn cooldown.
  • Can be used with Snap Shot.
  • Requires 1 ammo.
  • Certain weapons, like Purifier Flamethrowers, cannot be disabled.

Disarming Strike

Disarming Strike
A knife strike that also disables the enemy's primary weapon, forcing the enemy to spend an action to ready it again. Resets Run and Slice. Has a 2 turn cooldown.
  • Like all knife attacks, this uses one action and does not end your turn.
  • The enemy's primary weapon will need to be reloaded before it can be used again.
  • Be careful that enemies can simply reload their weapon and shoot at your agent if you are using this after run and slice with only one action point. Don't try to disable weapons of enemies with other attack abilities like binding coils, bayonetts, rocket fists or pistols. They will be forced to use it instead against the Agent.

Disassembly

Disassembly
Killing an enemy grants a stackable +20 hack bonus that lasts 3 turns.

Dogpile (Melee)

Dogpile (Melee)
When an ally attacks a foe adjacent to the soldier, follows up with a melee reaction attack.
  • Dogpile will not be triggerd by other reaction attacks.
  • Dogpile can trigger once per target per turn.
  • Will not trigger during Field Of Zero.

Double Or Nothing

Double Or Nothing
Gain the Both Barrels and Pump Action abilities, as long as a Sawed-Off Shotgun is equipped as your secondary weapon.
  • Both Barrels lets you fire a double damage Sawed-Off Shotgun shot for two ammo.
  • Pump Action grants you two extra shots with your Sawed-Off Shotgun.

Double Tap

Double Tap
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching.
  • Activate to fire a standard shot and gain a second action restricted to several different shooting abilities or overwatch.
  • Double Tap has a 2 turn cooldown.
  • Costs the same action it would take to fire a standard shot (Snipers cost 2 AP and all other weapons cost 1)

Double Time

Double Time
Gain a bonus move action this turn. 3 turn cooldown.
  • Double Time can be used to move very long distances in a single turn, or to move and then take a normal sniper rifle shot.
  • The extra move action from Double Time is wasted if you use an ability that ends your turn, like firing your weapon, before taking the move.
  • Double Time has a 3 turn cooldown.

Drifter's Reload

Drifter's Reload
After using a melee ability, reload 1 ammo.
  • Reaction attacks, Free Actions or non-hostile abilities will not trigger Drifter's Reload.

Drive Out

Drive Out
Deals 2 damage and knocks back target. Can't target mechanical enemies.
  • Strike an enemy with the butt of your weapon, dealing only little damage, but knocking the target back, possibly out of cover.
  • Cannot be used against mechanical targets.
  • Has a 3 turn cooldown.

Dual Weapon Specialization

Dual Weapon Specialization
This soldier has undergone special training and does not suffer Aim penalties while using dual firearms.
  • Most dual wielded attacks will attack from both weapons separately. Each shot will use a separate aim roll, and will be affected by Upgrades applied only to that specific weapon.

Duel

Duel
The soldier marks an enemy to Duel. Both parties receive guaranteed chance to hit one another. Duel lasts until the encounter is over.
  • The soldier marks an enemy to Duel. Both parties receive guaranteed chance to hit one another. Duel lasts until the encounter is over.

Duskborn

Duskborn
Gain +15 aim and +15 critical chance while concealed and for 2 turns after your concealment is broken.
  • Gain +15 aim and +15 critical chance while concealed and for 2 turns after your concealment is broken.

Eagle Eye

Eagle Eye
Permanently increases Vision by approximately 3 tiles. You can activate this ability to further increase your Vision by approximately 3 additional tiles. 3 turn cooldown.
  • Permanently increases Vision by approximately 3 tiles. You can activate this ability to further increase your Vision by approximately 3 additional tiles. 3 turn cooldown.

Earth Heal

Earth Heal
Harness the energies of leaf and loam to heal the target over time. Bleeding out allies will be stabilized.
  • Has 2 charges.
  • Shares charges with White Flame.
  • The initial heal scales with psi offense.
  • Bleeding out allies will be stabilized by the initial heal.

Easily Fixed

Easily Fixed
Healing received is increased by 50%.
  • Some triggered abilities may be unaffected.

Eat This!!

Eat This!!
You gain bonus Aim and Crit on attacks against adjacent targets. The bonus decreases with range.
  • Gain up to +20 aim and +20 crit.
  • Bonuses start at 6 tiles away.

Ebb and Flow

Ebb and Flow
Wardens are able to change stances instead of ending their turn after certain abilities, provided they have an Action Point left.
  • Wardens can harness psionic energy around them to change between Offensive and Defensive stances instead of ending their turn.
  • Wardens always start their turn in Offensive Stance.
  • Almost all ranged attacks are restricted to Offensive Stance, while Defensive Stance abilities allow the Warden to negate incoming damage or prepare for the next turn in various ways.
  • Warden's Advance is the first ability which links both forms. Each activation of Warden's Advance will in turn activate Ebb and Flow provided the Warden has an Action Point left.
  • Progressing through the ranks will provide the Warden with more options as to how and where Ebb and Flow activates.
  • A high-ranking Warden can choose in which Stance to start an assault and in which Stance to end it.

ECM

ECM
Enemies have 10% smaller detection range against all squad members.
  • The effect is removed if the Dragoon dies or evacs.
  • Passive.

Edge Alignment

Edge Alignment
Your melee attacks gain 10 Aim.
  • Your melee attacks gain 10 Aim.

Electrified Spikes

Electrified Spikes
Repeat melee attacks against the same target have a 75% chance to disorient. Melee attacks against disoriented enemies have a 75% chance to stun. Additionally, melee attacks against disoriented or stunned enemies will Shred 1 armor for each hit.
  • This effect is applied to the secondary attack of the Pistol Whip.
  • If you're using this ability with Musashi's RPG Overhaul, then be aware it works ONLY with Akimbo's melee attacks.

Electrocute

Electrocute
Fire an Arcthower blast that deals electrical damage instead of incapacitating.
  • Has a 3 turn cooldown.

Electroshock

Electroshock
Your Arc Thrower disorients the target when it misses.
  • A miss with your Arc Thrower still disorients non-robotic targets.

EM Glitch

EM Glitch
A special Arcthrower pulse causes a robotic foe to fight for you, albeit only briefly.
  • Has a 3 turn cooldown.

Emergency Containment

Emergency Containment
If the soldier takes enough damage to be killed, they are immediately put in Stasis for 1 turn and their health is only reduced to 1 HP. This can only happen once per mission.
  • Beware that a sustained soldier may retain damaging status effects like poison or burning after emerging from Stasis.

EMP Bomber

EMP Bomber
Grants a free EMP Grenade item to the soldier's inventory.
  • The free grenade is affected by Light Ordnance.

EMP Grenade

EMP Grenade
Adds 1 EMP Grenade to your inventory.
  • Adds 1 EMP Grenade to your inventory.
  • Upgrades to EMP Bomb once EMP Bombs are researched.
  • Full Kit and similar perks will not increase the amount of grenades added.
  • Does not add item weight.

EMP Rocket

EMP Rocket
Fire a special rocket which deals a small amount of damage but shuts down all robotic units for a turn.
  • This rocket deals 1-2/2-3/3-4 damage depending on gauntlet tier and stuns robots for 2AP.
  • The rocket has a 5 tile AOE diameter

En Garde

En Garde
After activating Sheild Wall, perform free Shield Bash attacks on any enemies that enter or attack from melee range.
  • If an enemy begins their turn in an adjacent tile, En Garde will trigger if that enemy tries to attack the soldier
  • If an enemy does not begin their turn in an adjacent tile, then En Garde will trigger when that enemy moves into melee range.
  • These attacks will only occur if the soldier currently has Shield Wall activated.

Enhanced Overlays

Enhanced Overlays
Provides the ECM and Sensor Overlays abilities, providing reduced detection radius and improved critical chance to the entire squad.
  • Improved critical chance applies to units this soldier can see.

Enrage

Enrage
Become Enraged for 2 turns, dealing 25% more melee damage and becoming immune to mental effects, but suffering a -5 Defense penalty. 10 turn cooldown that is reduced each time this unit attacks or is targeted by enemy attacks.
  • Using Overdrive Serum will Enrage the soldier as well, irrespective of the cooldown.

Entrench

Entrench
Increase Defense by 30 and Dodge by 50 until you move. Only works in cover.
  • It's often better to stay in worse cover and Entrench before firing rather than moving to better cover.

Escalation

Escalation
Activate this ability to gain Escalation for 2 turns. While Escalation is active, your primary weapon gains 10% critical chance for every crit and +1 critical damage for every 20 critical chance above 100. Has a 6 turn cooldown.
  • Escalation has a 6 turn cooldown.

Evasive

Evasive
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
  • This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.

Ever Vigilant

Ever Vigilant
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
  • Ever Vigilant enables an extremely mobile style of play for the soldier.
  • LITERALLY any action other than moving will invalidate Ever Vigilant.

WARNING: this perk is currently bugged such that it prioritizes pistol overwatch over standard overwatch. Installing the mod WOTC Reliable Ever Vigilant will fix this.


Executioner

Executioner
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.

Expanded Canister

Expanded Canister
Increase the number of times a canister's ability can be activated.
  • Grants 2 bonus uses to the ability the canister grants the soldier's Chemthrower.
  • The medical canister also grants 1 additional uses of Medispray.

Expanded Smoke

Expanded Smoke
The radius of your smoke grenades is increased by 2 tiles.
  • Applies to both Smoke Grenades and Smoke Bombs.

Expunge Protocol

Expunge Protocol
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage. Detonates DoTs on the target for immediate damage.
  • Expunge Protocol has 2 charges per mission.
  • Upgrading your GREMLIN will lead to more damage per charge.

Exsanguination

Exsanguination
Your primary weapon attacks inflict bleeding, dealing 15% of the target's max HP (rounded up) damage per turn for 2 Turn(s).
  • Applies to most assigned weapon attacks as well as most pistol attacks.
  • Damage based on max HP is reduced by half against the Chosen and does not apply against the Alien Rulers.

Extra Conditioning

Extra Conditioning
Run and Gun cooldown is reduced by one turn.

Extra Munitions

Extra Munitions
Grants 1 free explosive grenade item to your inventory.
  • The free grenade is not affected by Packmaster.

Eye of the Storm

Eye of the Storm
If mentally impaired at the start of your turn, cleanse any mental impairments and become Enraged. Does not work when mindcontrolled. 5 turn cooldown.
  • If mentally impaired at the start of your turn, cleanse any mental impairments and become Enraged. Does not work when mindcontrolled. 5 turn cooldown.

Eyeful Watch

Eyeful Watch
Whenever you holotarget an enemy, gain a free reaction shot against them until the start of your next turn.
  • Affected by Independent Tracking
  • Applies only to the primary target of the ability.
  • Does not apply to Holo Targeting passive. Only Holotargeter abilities are eligible for this ability.
  • The attack will not activate while the soldier is concealed.
  • The attack activates whenever marked units move or attack.

Fade

Fade
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action.
  • Fade will let you use your First Strike bonus multiple times during a battle.
  • Concealment granted by Fade can also be broken normally.
  • Fade is a free action and has a 4 turn cooldown.

Fastball

Fastball
The next grenade you throw or launch this turn doesn't cost an action.
  • Has a 5-turn cooldown.

Failsafe

Failsafe
If you fail a hack, you prevent any negative effects from occurring.

Fearsome

Fearsome
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic.
  • Perks like This One's Mine and Deadshot can help you get critical hits.
  • Critical hits with any of your weapons can trigger Fearsome.

Fend Off

Fend Off
Enter a special overwatch which grants up to 3 reaction shots and the Covering Fire ability. 5 turn cooldown.
  • Has a 5 turn cooldown.

Field Medic

Field Medic
Equipped medikits have 2 extra charges.
  • If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.

Field Of Zero

Field Of Zero
Activate to cause the soldier to follow up allies attacks with reaction shots.
  • Effect lasts until the start of the next turn.
  • Field of Zero will be even be triggered by bondmate's reaction attacks.
  • Can be triggered multiple times on the same target if allies make multiple attacks against them.
  • Chasing Fire, Dogpile and Pincer Movement will not trigger during Field Of Zero.
  • One use per mission.

Field Surgeon

Field Surgeon
Reduce wound recovery times for most soldiers.
  • Field Surgeon reduces the number of hit points a soldier must heal after being wounded in battle by 1.
  • Multiple Field Surgeons on a mission have a chance to reduce wound recovery time further.
  • The effect includes the soldier with the ability.
  • It does not affect soldiers who suffered killing wounds and are stabilized from bleeding out.

Finishing Stroke

Finishing Stroke
A final attack to end a life. Bypasses most defenses, and deals critical damage increased by the target's missing health.
  • Has a 5 turn Cooldown.

Fire and Steel

Fire and Steel
Attacks with your gauntlet, and fires set by gauntlet weapons, do +1 damage.
  • Attacks with your gauntlet, and fires set by gauntlet weapons, do +1 damage.
  • This applies to both rocket launcher and flamethrower weapons, and the fires they set.

Fireball

Fireball
Kinesis. Launch an explosive ball of fire, damaging and igniting everything in the targeted area.
  • Has a 5 turn Cooldown.

Fire First

Fire First
When an enemy attempts to shoot at you, you will pre-emptively take a primary weapon shot at them.
  • Can only activate during the enemy's turn.
  • Passive.

Fire in the Hole

Fire in the Hole
Your rockets are more accurate.
  • Your rockets are more likely to hit their intended point of impact, or at least close to it.
  • The maximum it can miss by is reduced by two tiles.

Firestorm

Firestorm
Once per battle, dash to a position within movement and attack all units in a complete circle around the soldier's position. Also grants immunity to fire.
  • This will light fires and do fire damage to all enemies in a circle around the soldier's position, doing +2 bonus damage over regular Flamethrower attacks.
  • Requires two action point and will end the soldier's turn when used.
  • This ability does not benefit from Quickburn
  • It is not recommended the soldier uses Firestorm on rooftops.

First Strike

First Strike
While concealed or flanking your target, you deal +3 damage with your primary weapon.
  • First Strike can provide a decisive advantage in an ambush by taking out a tough enemy in one shot.
  • The soldier with First Strike must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.

Fish In A Barrel

Fish In A Barrel
When equipped with an Assault Rifle or SMG as your primary weapon, gain the Sentinel ability. When equipped with a Sniper Rifle as your primary weapon, you gain the ability to use Overwatch with a single action point.
  • Sentinel grants you an extra Overwatch shot when you use Overwatch.
  • When using the Sniper Rifle, the Sniper Rifle specific Overwatch is replaced by the standard Overwatch ability, which is used by most other primary firearm types. Keep in mind that certain Sniper Rifle variants, like the Harbinger Rifle or Darklance, won't benefit from this change at all.

Flame Fang

Flame Fang
Stab an adjacent foe with a searing blade, inflicting burning.
  • Has a 4 turn Cooldown.

Flammable Materials

Flammable Materials
Adds 3 Incendiary Grenades to your inventory.
  • Adds 3 Incendiary Grenades to your inventory.
  • Upgrades to Incendiary Bombs once Incendiary Bombs are researched.
  • Full Kit and similar perks will not increase the amount of grenades added.
  • Does not add item weight.

Flashbanger

Flashbanger
Grants 1 free flashbang item to your inventory.

Flatline

Flatline
Fire a shot with your primary weapon that deals +2 damage and applies Rupture. Uses 2 ammo. 4 turn cooldown.
  • Fire a shot with your primary weapon that deals +2 damage and applies Rupture.
  • Uses 2 ammo.
  • 4 turn cooldown.

Fleche

Fleche
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.
  • You can trigger the Fleche ability by placing the movement cursor over an enemy.
  • A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy.
  • Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position up to 5 maximum bonus damage.

Flush

Flush
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits.
  • Flush has a 3 turn cooldown.
  • +30 bonus to aim.
  • Damage is reduced by 50%
  • Cannot crit or apply bonus ammo effects.
  • Cannot be used from concealment.
  • Target loses 10 defense and 30 dodge. The debuff lasts 1 turn and can stack. Requires the target to be hit to be affected.

Focus

Focus
Gain Focus during missions, increasing stats, damage, and ability effectiveness. Focus can be spent on powerful abilities.
  • Templars begin missions weaker than other soldiers, but can become extremely powerful at higher Focus levels.
  • Focus is gained by attacking enemies with Rend (even misses count).

Focus (TJ)

Focus
Your first reaction shot each turn is guaranteed to hit.
  • This applies to any reaction shot, e.g. Overwatch, Suppression, or That's Close Enough.
  • Although the first reaction shot each turn will never miss, it can still graze.

Foresight

Foresight
Foresight protects the Warden against the next damaging attack and removes damaging status effects on activation. Only available in Defensive Stance. Ends your turn. This ability cannot be activated on the same turn with Unwavering Concentration.
  • Foresight protects the Warden against the next damaging attack by creating a psi shield that has the same amount of health as the Warden's maximum health.
  • If the Warden has gained Health bonuses via items the shield will be stronger.
  • Defensive Stance only.
  • Ends your turn.
  • Removes Burning, Acid Burn, Poisoned and Bleeding on activation.
  • Warden is rendered immune to Fire, Poison, Acid and Bleeding while the shield is active.
  • Cannot be activated while disoriented.
  • This ability cannot be activated on the same turn with Unwavering Concentration.
  • Warden cannot sustain the shield for long, it will only shield against the first incoming hit and then disappear.
  • Foresight will not protect the Warden against special attacks which bypass shields. E.g. Viper's Bind

Formidable

Formidable
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
  • Formidable reduces explosive damage taken by 50%.

Fortify

Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown.
  • Activate to grant the soldier +20 defense until the beginning of the soldier's next turn.
  • This ability is a free action and has a 3-turn cooldown.

Fortify (TJ)

Fortify
Whenever you enter overwatch or use suppression, you gain 20 Defense until the start of your next turn.
  • Fortify will work with any activated ability that gives you reaction shots, including Zone of Control.

Fortifying Incense

Fortifying Incense
Smoke grenades provide temporary protection from fire, poison, acid, and explosive damage.
  • Smoke grenades provide temporary protection from fire, poison, acid, and explosive damage.
  • Fortifying is only applied to targets within the smoke when it is first deployed.

Forward Operator

Forward Operator
Once per turn, when a new group of enemies is revealed, immediately gain an action.
  • Forward Operator can activate during the enemy turn.
  • Forward Operator will activate even if the soldier was not the one to reveal enemies.

Fracture

Fracture
Your assigned weapon attacks against mechanical units have bonus Aim and shred armor.
  • Gain +20 aim and 1/2/2/3/3 shred.

Frag Grenade

Frag Grenade
Adds 1 Frag Grenade to your inventory.
  • Adds 1 Frag Grenade to your inventory.
  • Upgrades to Plasma Grenade once Plasma Grenades are researched.
  • Full Kit and similar perks will not increase the amount of grenades added.
  • Does not add item weight.

Frostwolf Bite

Frostwolf Bite
Disaster cries out to smash all. Deliver a slash without moving that detonates explosives that an enemy is carrying.
  • Has a 4 turn cooldown.

Full Kit

Full Kit
Grants +1 charge per grenade item in a utility slot.
  • Grants +1 charge per grenade item in a utility slot.
  • Applies to explosive and support grenades as well as Battle Scanners.
  • Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.

Full Override

Full Override
Take permanent control of a robotic unit and potentially acquire ADVENT MECs for the Resistance.
  • Full Override is a special hack action usable against enemy robotic units.
  • It has one charge that is only expended if a successful override occurs.
  • Requires one action and ends the soldier's turn.
  • The first hack option, Greater Shutdown, will disable (stun) the unit for 3 turns.
  • The second hack option, Master Enemy, will grant control of the unit for rest of the mission with a stat bonus for all robots, and will permanently transfer any MEC units to the Resistance.
  • If the Master Enemy hack succeeds, and the MEC and the specialist both survive the mission, the MEC will follow new programming and make its way to a Resistance base, where it will serve the Resistance. It does not need to be evacuated when the mission ends.

Full Throttle

Full Throttle
Gain +2 mobility with every kill this turn. Lasts 2 turns, including the current one.
  • Only kills by the Skirmisher count towards Full Throttle.

Fulmination

Fulmination
Explosive Chemthrower blast that causes any other explosives in the vicinity to detonate.
  • Special Chemthrower blast deals explosive damage, regardless of what kind of chemthrower used.
  • Deals 100% of the chemthrower's base damage as Explosive damage.
  • Detonates explosives carried by enemies.
  • Detonates explosive enviromental objects, like cars and fuel tanks.
  • Fulmination uses 2 ammo.
  • Fulmination has a 4 turn cooldown.

Fumigate

Fumigate
Spray cleansing chemicals, removing environmental ailments from targets in a cone.
  • Fumigate uses 1 ammo and is turn ending.
  • If the soldier also has 'Smells Like Team Spirit' Fumigate removes mental afflictions.
  • If the soldier also has 'Thermal Bulwark' the effects apply to Fumigate Targets with a 30% chance to deflect attacks.

Gambler

Gambler
Deal increased damage with attacks based on how likely they are to miss.
  • Deal increased damage with attacks based on how likely they are to miss.

Gas Bomber

Gas Bomber
Grants a free Gas Grenade item to the soldier's inventory.
  • The free grenade is affected by Light Ordnance.

Gas Grenade

Gas Grenade
Adds 1 Gas Grenade to your inventory.
  • Adds 1 Gas Grenade to your inventory.
  • Upgrades to Gas Bomb once Gas Bombs are researched.
  • Full Kit and similar perks will not increase the amount of grenades added.
  • Does not add item weight.

Geneva Suggestion

Geneva Suggestion
Grants a free Incendiary, Acid, and Gas grenades when equipped with a grenade launcher. Grants a free Phosphorous and Napalm rockets when equipped with a rocket launcher.
  • Will grant advanced grenades once researched.

Ghost

Ghost
Create a duplicate of the Templar from the body of a fallen humanoid. The Ghost disappears when it loses all Focus. Costs 2 Focus.
  • Ghosts start with Focus equal to the Templar's Focus level when created minus 1.
  • Ghosts cannot gain Focus, and disappear when all Focus is spent, or their health reaches 0.
  • Rend costs 1 Focus when used by Ghosts.
  • Ghost must be cast on the corpse of a humanoid enemy, and cannot be cast on the same corpse twice.
  • Ghost has a 5 turn cooldown.
  • Ghosts cannot gain following abilities: Volt, Shield bash, Shield abilities, Deflect, Reflect, Solace, Void Conduit, Bladestorm, Apotheosis, Superior Aptitude, Ionic Storm and Sustain.

Ghost Grenade

Ghost Grenade
A specialized smoke grenade that causes the targeted ally to enter concealment.
  • This ability only affects a single targeted ally; others in the smoke cloud are not concealed but do receive the defense bonus.
  • Uses one action and ends your turn.
  • One use per mission; abilities that add grenade charges do not provide any bonuses.
  • Only works on XCOM soldiers, as civilians do not have training in concealment techniques.
  • Small smoke cloud grants 20 defense; dense smoke bonuses do not apply.
  • It does not fit in the standard XCOM grenade launcher and must be thrown at a visible ally.
  • The Grenadier cannot use this ability when concealed.

Ghostwalker

Ghostwalker
Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s).
  • Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s) (including the current turn), as denoted by red tiles surrounding enemies who are not alerted to your presence.
  • Ghostwalker has a 4 turn cooldown.
  • Requires no actions to activate.
  • This ability also grants a small reduction in this soldier's impact on infiltration times.
  • Does not apply to ADVENT security towers.

Good Eye

Good Eye
Your shots can't be dodged.
  • This ability gets more useful in the late game, when many enemies have dodge chances.

Gore

Gore
Killing an enemy has a chance to panic some of the nearby organic enemies.
  • Gore activates every time the unit kills an enemy, and then the chance to panic is rolled for every enemy individually.

Cooldown: 0 turns.

  • Enemies will tend to move when panicked by this ability which can trigger Overwatch abilities such as Rout.
  • Only organic enemies who had direct line of sight to the killed enemy can panic.
  • Panic is removed if the soldier that caused the panic is killed.
  • Panic chance = Rank * 8.0% + Damage * 2.0% + Max HP * 1.0% - Enemy Will, where:
  • Rank = Soldier's Rank, counting Squaddie as Rank 1.
  • Damage = total damage dealt by the soldier to the killed enemy.
  • Max HP = maximum HP of the killed enemy.
  • Enemy Will - will of the enemy that can panic.

Go With The Flow

Go With The Flow
Become one with the movement, gaining supernatural dodging abilities. Once per turn, gain a movement AP after activating Ebb and Flow. Also grants a Sixth Sense to be able to dodge AOE and multitarget attacks.

Grapple Gun

Grapple Gun
The Keeper can use a Grapple Gun to quickly move to an elevated position or to retrieve loot from the battlefield.

Grapple (Skirmisher)

Grapple (Skirmisher)
Deploy a grappling hook to move quickly to an elevated position.
  • Grapple allows the Skirmisher to get into position without using an action.
  • Grapple has a 3 turn cooldown.

Grazing Attacks

Grazing Attacks
Your missed attacks have an additional roll to become a graze.
  • Soldier's missed attacks generally have a 50% chance to become a graze.
  • This effect occurs after normal hit-miss-graze processing.
  • Targets with a dodge score subtract that score from the ability's success chance.
  • Works with all weapon attacks including knife attacks and sword slices.

Grazing Fire

Grazing Fire
Missed attacks have an additional roll to become a graze.
  • Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze.
  • This effect occurs after normal hit-miss-graze processing.
  • Targets with a dodge score subtract that score from the ability's success chance.

Greater Padding

Greater Padding
Reduce wound recovery times for this soldier by 1 HP. Doesn't work if the soldier bleeds out.
  • Greater Padding reduces the number of hit points a soldier must heal after being wounded in battle by 1.
  • It does not affect soldiers who suffered killing wounds and are stabilized from bleeding out.

Gremlin Expertise

Gremlin Expertise
Grants the Failsafe and Disassembly abilities, negating the penalties of failed hacks and providing bonus hack stat for 3 turns upon killing an enemy.
  • Grants the Failsafe and Disassembly abilities, negating the penalties of failed hacks and providing bonus hack stat for 3 turns upon killing an enemy.

Grenade Trap

Grenade Trap
The soldier can set proximity traps using offensive grenades.
  • The soldier can set proximity traps using offensive grenades.

Grenadier

Grenadier
This unit gains a Grenade Slot. Additionally the cooldown of hand thrown grenades is removed.
  • This unit gains a Grenade Slot.
  • Additionally the cooldown of hand thrown grenades is removed.

Grim Reaper's Sprint

Grim Reaper's Sprint
Allows reaction fire to crit and adds +30 aim and +50 critical chance to all reaction attacks.
  • The aim bonus stacks with Cool Under Pressure.
  • Either this ability or Cool Under Pressure will allow reaction fire attacks to crit.

Guard

Guard
Activate to Guard the next incoming attack, reducing its effectiveness. Can be used multiple times to Guard against multiple attacks. Can be used with Move-only actions. When carrying a Ballistic Shield, used automatically if the soldier didn't attack this turn.
  • Guard reduces the effectiveness of enemy attacks by downgrading their result: if an attack would Crit, it will be downgraded to a regular Hit. Hits are downgraded to Grazes, and Grazes (Dodges) will not hit the soldier at all.
  • When equipped with a Ballistic Shield, the attack is downgraded twice: Crits become Grazes, and regular Hits and Grazes are Deflected.
  • Guard will also reduce explosive damage by -50% at the cost of one charge.

Guard Shift

Guard Shift
Reduces the soldier's Defense by 5, but raises the squad's Defense by the same amount.
  • The soldier's bondmate receives double the bonus.
  • Ideal on heavily armoured soldiers in order to make foes favor targeting them.

Gunpoint

Gunpoint
Deals 2 damage to a flankable enemy and stuns it for 1 full turn. That enemy can now be used as high cover.
  • Deals 2 damage to a flankable enemy and stuns it for 1 full turn.
  • That enemy can now be used as high cover.
  • You may take a pistol shot or throw a grenade after using this ability.
  • 2 turn cooldown.

Hack

Hack
Attempt to remotely breach security on a network access point with your GREMLIN/BIT.
  • Map items (chests, workstations, etc.) can be hacked from a distance using the GREMLIN/BIT.

Hail of Bullets

Hail of Bullets
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
  • Hail of Bullets requires 3 ammo points.
  • Hail of Bullets has a 5 turn cooldown.
  • Hail of Bullets does not work with sniper rifles.

Half-Sword

Half-Sword
A guaranteed melee knockback attack which does 2-3 damage and disorients the target if activated in Defensive Stance. Activates Ebb and Flow. Can apply bonus weapon effects.
  • Melee knockback attack which will disorient the target for 2 turns if activated in Defensive Stance. 3 turn cooldown.
  • It is a guaranteed hit which does 2-3 damage. It can also apply bonus weapon effects.
  • Parting Strike ability allows Half-Sword to shred armor and do +1 damage.
  • Activates Ebb and Flow.
  • This ability is available in both stances.

Hamstring

Hamstring
A crippling knife slash. Applies a permanent -7 movement, -30 aim and -50 dodge debuff. Resets Run and Slice. Has a 3 turn cooldown.
  • Like all knife attacks, this uses one action and does not end your turn.
  • Has a 3 turn cooldown.
  • Can be applied multiple times to the same enemy; the debuffs stack.

Hard Target

Hard Target
Gain 5 dodge per enemy you can see, up to a maximum of +30.
  • Gain 5 dodge per enemy you can see, up to a maximum of +30.
  • Units visible at squadsight ranges do not confer bonus.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Hardened Shields

Hardened Shields
Shields on the Templar reduce damage taken.
  • Reduces damage taken by up to 50%.
  • Can't reduce damage by more than 50% of current shield.

Haymaker

Haymaker
A mainhand melee attack that removes many positive effects from the enemy and deals critical electric damage.
  • 3 turn cooldown.
  • Haymaker always deals critical damage: True.
  • With default configuration, Haymaker will remove these positive effects from the target: ADVENT Shieldbearers' Energy Shield, Berserkers' Rage, Archons' Frenzy and ADVENT Priests' Holy Warrior.
  • The effects are removed before the damage is applied.

Haywire Protocol

Haywire Protocol
You may target robotic and mechanical enemies with your GREMLIN, attempting to hack them and seize control. 4-Turn cooldown.
  • Hacking a robotic enemy or turret pits the Specialist's Hacking stat against the enemy's Tech Defense stat.
  • Upgrading your GREMLIN will lead to an increased Hacking stat.
  • Hacked robotic enemies can only be controlled for a short time.
  • This ability has a 4-turn cooldown.

Healer's Mind

Healer's Mind
Corpore Sano and Ray of Life gain additional charges.
  • Corpore Sano gains 2 bonus charges.
  • Ray of Life gains 1 bonus charge.

Healing Touch

Healing Touch
Heal an adjacent ally based on critical damage of your knife.
  • Can be used once every turn.
  • Cannot be used on yourself.

HEAT Ammo

HEAT Ammo
Confers +50% damage against robotic enemies.
  • HEAT Ammo provides a substantial damage increase against robotic enemies such as MECs and Sectopods.
  • The damage increase happens before damage is reduced by Armor.
  • Combining HEAT Ammo with Bluescreen Rounds will deal devastating damage to any robotic enemy.
  • HEAT Ammo affects all damage sources, including explosives.

HEAT Arsenal

HEAT Arsenal
Confers +30% damage against robotic targets.
  • HEAT Arsenal provides a substantial damage increase against robotic enemies such as MECs and Sectopods.
  • The damage increase happens before damage is reduced by Armor.
  • Combining HEAT Arsenal with Bluescreen Rounds will deal devastating damage to any robotic enemy.
  • HEAT Arsenal affects all damage sources, including but not limited to firearms, explosives, and melee attacks.

HEAT Warheads

HEAT Warheads
Your grenades now pierce up to 2 point(s) of armor and shred 1 additional point(s) of armor.
  • Your grenades now pierce (ignore) up to 2 point(s) of armor and shred 1 additional point(s) of armor.

Heavy Hitter

Heavy Hitter
All your attacks deal +2 damage.
  • Heavy Hitter also increases the damage from burning, poison, or acid caused by your attacks by 1.

Heavy Weapon Expert

Heavy Weapon Expert
Provides a single use shredder gun and the Salvo ability.
  • Provides the Rocketeer and Salvo Abilities.

Heavy Weapons

Heavy Weapons
This soldier is trained to use the XCOM gauntlet, a combination Rocket Launcher and Flamethrower.
  • The XCOM gauntlet is an advanced device that carries both a mini-rocket launcher and a flamethrower.
  • The Rocket Launcher carries one rocket initially and that has a three-tile radius for its area of effect.
  • It may target anything in sight range.
  • Damage from rockets falls off from the point of impact.
  • The flamethrower is a short-range weapon that causes damage to multiple targets within a cone-shaped area of effect spanning 5 tiles wide and and 7 tiles length.
  • The flamethrower has two uses per battle. It does not damage mechanical units without upgrades.
  • The flamethrower has a 60% chance to inflict burn and has about a 50% chance to burn tiles within the area.
  • Using either gauntlet ability requires one action and ends your turn.
  • Rocket accuracy is affected by the soldier's aim, target distance, and whether the soldier has used any actions already this turn. Low accuracy-rockets will have higher scatter values, meaning they are more likely to miss the target tile by greater distances. The rocket's maximum possible scatter is noted in the popup, while a value appearing with the targeting cursor will show the expected (average) scatter for a shot on that location.

Heavy Ordnance

Heavy Ordnance
The grenade in your grenade-only slot gains a bonus use.
  • All grenades are viable for Heavy Ordnance, even non-offensive grenades like Battle Scanners and Smoke Grenades.

Hidden Reserves

Hidden Reserves
Once per mission, as a free action, set all your cooldowns on abilities back to zero.
  • Once per mission, as a free action, set all your cooldowns on abilities back to zero.

HiDef Holo

HiDef Holo
Your Holotargeted enemies are easier to critically hit.
  • The critical hit bonus is +10 with the basic Holotargeter, but improves to +15 and +20 with advanced technology Holotargeting devices.

High Voltage

High Voltage
Gain 1-tile bonus radius for Volt.
  • Gain 1-tile bonus radius for Volt.

Hipfire

Hipfire
Firing the sawed-off shotgun no longer ends the turn.
  • With this ability, Point Blank and Both Barrels do not end the turn, allowing the soldier to shoot or move afterwards.

Hit and Run

Hit and Run
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters.
  • Cannot be used on the same turn as Run and Gun.
  • Bonus full actions from Serial and Death from Above will be awarded first.

Holo Targeting

Holo Targeting
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target.
  • Directed primary weapon-specific abilities will grant Holo Targeting.
  • Any abilities that target multiple units will not grant Holo Targeting.

Holotarget

Holotarget
Holotarget your enemy to grant an aim bonus to all attacks on this target by you and your allies for the remainder of the turn.
  • Holotargeting takes a single action.
  • The Holotargeting effect lasts until the start of your next turn.
  • Multiple holotarget effects do not stack with each other.
  • The aim bonus is +10 for the basic Holotargeter, and improves to +15 and +20 with better technology.
  • Holotargeting does not break concealment for you or your squad.

Homing Mine

Homing Mine
Attach a claymore onto an enemy (does not alert the enemy). The Homing mine will explode upon that enemy taking damage.
  • Shots against the mined target are guaranteed to hit.
  • Homing Mine has 3 charges per mission.
  • Homing Mine requires one action and does not end your turn.
  • This ability deals 5 damage and shreds 1 armor

Hostage Protocol

Hostage Protocol
Send the GREMLIN to an enemy to take them hostage. The hostage can be used as full cover.
  • Hostage Protocol has 2 charges per mission.

Hotshot

Hotshot
Your ability to handle a Chemthrower is nothing short of unnatural. Gain the Quickburn and Fine Control abilities.
  • Quickburn is an activated free action on a 5 turn cooldown that will make your next use of any ONE of these actions free -- your standard Chemthrower attack, or the Chemical Storm, Pressure Blast or Fulmination abilities.
  • Fine Control will ensure your Chemthrower's offensive actions never affect friendlies, and will also ensure the Medispray and Fumigate abilities never affect enemies.

Hunter's Instincts

Hunter's Instincts
Ranged attacks against flanked enemies deal +2 damage.

Ice Fang

Ice Fang
Stab an adjacent foe, dealing cold damage and inflicting bitterfrost and hypothermia.
  • Bitterfrost cripples mobility and dodge, and with enough applications Freezes the target.
  • Hypothermia is a DoT that the damage depends on the severity of bitterfrost the target is suffering from.
  • Has a 3 turn Cooldown.

Illuminate

Illuminate
Scan an area with the holotargeter, attempting to reveal hidden foes.
  • If Optic Disruption is learned, Illuminate will also blind targets in the area.
  • Has a 5 tile radius.
  • Has a 3 turn Cooldown.

Impact Compensation

Impact Compensation
After taking damage, gain a stacking 25% Damage reduction until the end of your turn up to a maximum of 4 stacks.

Impact Fields

Impact Fields
Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown.
  • Activate a force field that reduces incoming damage by 33% for two turns.
  • Six-turn cooldown (including the turn in which it was activated).
  • Uses one action and doesn't automatically end your turn.
  • Armor-Piercing weapons do not mitigate this effect.

Impersonal Edge

Impersonal Edge
Reduce shadow cooldown by 1 and gain a stackable +20 aim buff for 3 turns when you get a kill with a throwing knife.

Implacable

Implacable
If you score one or more kills on your turn, you are granted a single bonus move.
  • The Fleche ability cannot be used after gaining a bonus move from Implacable.

Improved Scanner

Improved Scanner
Combat Scanner and Stronghold Protocol have increased radius. Combat Scanner also grants a crit bonus against marked targets.
  • Combat Scanner allows you to scan an area which holotargets and reveals enemies.
  • Improved scanner makes it so scanned enemies are easier to crit.

Improved Suppression

Improved Suppression
Your Suppression and Area Suppression abilities also disorient the primary target.
  • Disoriented units have reduced Aim and Mobility, and can't use most special abilities.
  • The disorientation is applied when you activate suppression.
  • This ability will disorient any unit (including robotic enemies) unless the unit is specifically immune to disorientation.
  • Having the suppression broken won't remove the disorientation early.

Improvise Explosive

Improvise Explosive
Assemble a random explosive from various objects found in the field.
  • Never run out of grenades again!
  • Assembles multiple grenades if the soldier also has Light Ordnance.
  • Has a 2 turn cooldown.

Improvise Frag Grenade

Improvise Frag Grenade
Assemble a frag grenade from various objects found in the field.
  • Never run out of grenades again!
  • Assembles multiple grenades if the soldier also has Light Ordnance.
  • Has a 3 turn cooldown.

Improvise Frag Grenade (PR)

Improvise Frag Grenade
Improvise a Frag Grenade using scavenged materials. 3 turn cooldown.
  • Improvise a Frag Grenade using scavenged materials.
  • 3 turn cooldown.
  • Usable 2 times per mission. Gains an additional charge at SGT and GSGT.
  • Upgrades to Plasma Grenade once Plasma Grenades are researched.
  • Simple Grenade: Costs 1 Action to craft and ends the turn.

Improvise Smoke Grenade

Improvise Smoke Grenade
Improvise a Smoke Grenade using scavenged materials. 2 turn cooldown.
  • Improvise a Smoke Grenade using scavenged materials.
  • 2 turn cooldown.
  • Usable 2 times per mission. Gains an additional charge at SGT and GSGT.
  • Upgrades to Smoke Bomb once Smoke Bombs are researched.
  • Simple Grenade: Costs 1 Action to craft and ends the turn.

Impulse

Impulse
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.

Incandescence

Incandescence
Chemthrower attacks illuminate foes, making them easier for allies to crit.
  • The effect lasts for 2 rounds.
  • Gives allies a +15% crit chance bonus.

Incinerator

Incinerator
Your flamethrower has an increased range and covers a wider area of effect.
  • The length of the flamethrower increases by 2 tiles and the width increases by 1 tile.

Independent Tracking

Independent Tracking
A Holotargeted enemy will remain so for 1 additional turn(s).
  • A Holotargeted enemy remains so for 1 additional turn(s).
  • Additional uses of Holotargeting on the same target will not stack.

Indomitable

Indomitable
Once per turn, gain 1 focus when you're attacked.
  • Once per turn, gain 1 focus when you're attacked.
  • Applies to both melee and ranged attacks.

Infighter

Infighter
Gain 40 dodge against attacks within four tiles.
  • Gain 40 dodge against attacks within four tiles.
  • Dodge bonus also applies to melee attacks.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Infiltration

Infiltration
Increases hacking by +25. ADVENT security towers cannot see this unit when it's concealed.
  • ADVENT security towers cannot see this unit when it's concealed.

Insight

Insight
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn.
  • Insight provides more tactical options when planning the Warden's turn.

Inspiration

Inspiration
You and all allies within 12 tiles of you gain +10 Dodge and +10 Will.
  • Inspiration's effect is an aura, granting +10 dodge and +10 will to all allies in a 12-tile radius at all times.

Inspire Agility

Inspire Agility
Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you gain an extra charge. Usable once per turn. Starts with one charge, and is a free action.
  • Give a friendly unit 30 Dodge until the start of your next turn.
  • Killing an enemy unit grants an extra charge.
  • Usable once per turn.
  • Starts with one charge and is a free action.

Interference

Interference
GREMLIN cancels overwatch on targeted unit.
  • Cancels overwatch on targeted unit.
  • Is a free action.
  • 3 charges per battle, plus 2 extra charges per better Gremlin tech.

Interrogator

Interrogator
At one point, this job involved dialogue. Gain +1 Skullmining charge when carrying the Skulljack.
  • The Skullmining project in the Proving Ground must be completed for this ability to have any effect.

Interrupt

Interrupt
A powerful form of Overwatch. Instead of firing automatically, perform any single action. Free action.
  • This is a free action.
  • Some actions are not available during Interrupt, like Overwatch.
  • Interrupt has a 3 turn cooldown.

Intimidate

Intimidate
When targeted by an attack, the enemy has a chance to panic.
  • Intimidate's chance to panic the attacker increases with higher tier SPARK armors.
  • Intimidate can be triggered by melee and area of effect attacks.
  • Intimidate will not trigger when targeted by Overwatch fire.

Invert

Invert
Switch locations with a unit. Costs 1 Focus.
  • Invert costs 1 action, is non-turn ending, costs 1 focus and has a 5-turn cooldown
  • Can target both ally and enemy units but cannot target large units or the Chosen.

Ionic Storm

Ionic Storm
Summon lightning to strike all nearby enemies. Damage increases with Focus level. Costs all Focus.
  • Ionic Storm's radius increases at higher Focus levels.
  • Ionic Storm deals double damage to Psionic units.
  • Ionic Storm has a 5 turn cooldown.

Iron Curtain

Iron Curtain
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
  • If this cone-based attack hits, Iron Curtain does 50% of normal damage and imposes -8 mobility to the enemy for 2 turn(s).
  • Iron Curtain has a 3 turn cooldown.
  • Uses 3 ammo.
  • Can be used after moving.
  • Iron Curtain does not work with shotguns or sniper rifles.
  • Allies in the cone can be hit by this ability.

Iron Rations

Iron Rations
Gain one bonus use on all your grenades and equipped rockets. Also, get one extra Frag Grenade in addition to your equipped grenades.
  • Battle Scanners are also considered grenades for the purposes of this ability. Note that heavy weapons, even if they're rocket or grenade based, are not affected by this ability.

Iron Will

Iron Will
Increases Will by 20, and guarantees that you bleed out instead of die outright once per mission.
  • Will reduces your chances of being disoriented, stunned, panicked, or knocked unconscious.

Javelin Rockets

Javelin Rockets
The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range.

Jingoistic

Jingoistic
It's time for war. This soldier is granted a grenade slot as well as a heavy weapon slot, regardless of armor worn.
  • Note that the bonus slots from this ability do not stack with most other abilities or equipment that offer one or both of the same slots, e.g. EXO or WAR Suits.

Jolt Awake

Jolt Awake
Fire the arc thrower at an ally to remove any negative mental status effects: Disoriented, Stunned, Panicked, or Unconscious.
  • Jolt Awake can be used to revive unconscious soldiers, including those who have been stabilized after bleeding out.
  • Also confers an ability that can be used to stabilize bleeding out allies at range.
  • Has a 3 turn cooldown.

Judgement

Judgement
Has a chance to panic any enemy that attacks this unit. The higher the will of this unit, the higher the panic chance.
  • Judgement can be triggered by melee and area of effect attacks.
  • Judgement will not trigger when targeted by Overwatch fire.
  • The chance of panic depends on both the will of the attacking unit and the will of the unit with Judgement.
  • Judgement works best on units with high will.
  • Panic chance is (30 + User's Will) - Enemy Will with a minimum apply chance of 5% and a maximum apply chance of 90%

Junkyard IEDs

Junkyard IEDs
"Adds 3 Frag Grenades to your inventory.
  • Adds 3 Frag Grenades to your inventory.
  • Upgrades to Plasma Grenade once Plasma Grenades are researched.
  • Full Kit and similar perks will not increase the amount of grenades added.
  • Does not add item weight.

Justice

Justice
Use the Grapple to pull a humanoid target to you and deliver a Ripjack strike.
  • Justice is a great way to pull an enemy out of position.
  • The Ripjack strike is guaranteed to hit if the pull is successful.
  • An open space adjacent to the Skirmisher is needed to use Justice.
  • This ability costs 1 action, is non-turn ending and has a 3-turn cooldown.

Kidney Shank

Kidney Shank
Dash to an Organic enemy unit and shank them in the kidneys. Stuns for 2 Actions.
  • Dash to an Organic enemy unit and shank them in the kidneys.
  • Stuns for 2 Actions.
  • Only usable on Organic enemies.
  • 4 turn cooldown.

Kill Zone

Kill Zone
Take a reaction shot against any enemy that moves or attacks within a cone of fire.
  • There is no limit to the amount of Kill Zone shots a soldier can take outside of ammo counts.
  • Kill Zone utilizes Squadsight, even if the soldier does not have the Long Watch ability.
  • Kill Zone has a 4 turn cooldown.

Killer Instinct

Killer Instinct
Activating Run and Gun grants +50% critical damage for the rest of the turn.

Kinetic Rescue

Kinetic Rescue
Use kinetic force to pull a friendly humanoid target to you.
  • Cleanses Immobilize and Jail from the target.
  • Does not end the turn if used as the first action.
  • Unlike Kinetic Pull, Kinetic Rescue is guaranteed to hit.
  • An open space adjacent to the soldier is needed to use Kinetic Rescue.
  • Has a 4 turn cooldown.

Kinetic Pillar

Kinetic Pillar
Create a pillar of kinetic force that acts as high cover.
  • Has a 2 turn Cooldown.

Knife Encounters

Knife Encounters
Once per turn, gain a bonus action after throwing a knife at an enemy within 5 tiles.
  • Once per turn, gain a bonus action after throwing a knife at an enemy within 5 tiles.
  • A red ring will mark the range of this ability.
  • Knife Encounters cannot be used on the same turn as Run and Gun.

Knife Fighter

Knife Fighter
You may make a melee attack with your knife against adjacent enemies.
  • Knife attacks use one action and do not end your turn.

Knife Juggler

Knife Juggler
Adds +1 bonus damage to throwing knives and provides 1 additional throwing knives. Each kill with a primary weapon grants a knife charge.

Knight's Charge

Knight's Charge
An upgraded Shield Bash that costs 1 action and does not end the turn. Can be used with dashes. Disorients.
  • An upgraded Shield Bash that costs 1 action and does not end the turn. Can be used with dashes. Disorients.

Last Stand

Last Stand
Once per mission, become immune to death and incapacitation until the end of your next turn.
  • You can still take damage, but it will never reduce you below 1 hp.
  • You can't be knocked unconscious, disoriented, or otherwise incapacitated.

Launch Grenade

Launch Grenade
The Grenadier uses a grenade launcher to fire grenades rather than throwing them. This allows for greater range and grenade capacity.
  • All grenades benefit from the grenade launcher's range increase, including non-offensive munitions like Smoke Grenades.
  • An additional grenade can be equipped in a unique grenade-only slot.
  • The range of launched grenades can be further improved by upgrading to more advanced grenade launchers.

Lead The Target

Lead The Target
Grants a +20% increased chance to hit, but delays the shot until the target takes an action on their turn. Costs two actions and has a 3 turn cooldown.
  • Carefully lead the target, granting a +20% increased chance to hit, but delaying the shot until the enemies turn. Takes two actions.
  • The shot taken by Lead The Target is not a reaction shot and therefore it can crit and it is not affected by reaction fire penalties or perks related to reaction fire.
  • Lead The Target has a 3 turn cooldown.

Leg Shot

Leg Shot
A special dual pistol shot that will reduce enemy mobility, and potentially immobilize them. Deals half damage and cannot crit. Mobility reduction lasts 1 turn.
  • Requires dual pistols.
  • Each hit of this ability reduces enemy Mobility stat by 10. It will not prevent enemies from teleporting or using grapple.
  • No cooldown.

Lethal

Lethal
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

Licence To Kill

Licence To Kill
Gain the Squadsight and Compensation abilities when equipping a Sniper Rifle, the Maim ability when equipping a Shotgun, or the Walk Fire ability when equipping an SMG.
  • Compensation will refund the soldier a standard action point when they use 2 actions to fire their Sniper Rifle.
  • Maim is a special shot that deals normal damage and prevents the target from moving at all on their next turn.
  • Walk Fire is a special shot that has +30 to Aim, but -30 to Crit and for half damage.

Lick Your Wounds

Lick Your Wounds
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning.
  • Hunker Down restores 2 health when used, up to a maximum of 8 per mission.
  • Removes poison, burning, and acid burning.

Lightning Fang

Lightning Fang
Free Action. Stab an adjacent foe with your blade.
  • Free Action. Stab an adjacent foe with your blade.

Lightning Reflexes

Lightning Reflexes
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
  • Reaction fire shots against you have a significantly decreased chance to hit.
  • The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Lightfoot

Lightfoot
Gain +3 Mobility. You are 20% harder to detect while concealed.
  • The extra mobility from Lightfoot can help you to get a flank or to reach the objective quickly, but be careful you don't get too far ahead of the rest of the squad.
  • The improved concealment stacks with improved concealment from other sources such as ECM.

Lightning Slash

Lightning Slash
Attack any enemy within blue movement range with your weapon. This attack does not end the turn.
  • Attack any enemy within blue movement range with your weapon.
  • This attack does not end the turn.
  • Lightning Slash has a 3 turn cooldown.

Light Ordnance

Light Ordnance
Increase grenade capacity by 2 in each slot, but decrease grenade damage by 50%.
  • Increase grenade capacity by 2 in each slot, but decrease grenade damage by 50%.

Like Lightning

Like Lightning
When Run and Gun is activated, your Arc Thrower cooldown is immediately reset to 0.
  • When Run and Gun is activated, your Arc Thrower cooldown is immediately removed.
  • Does not apply to Chain Lightning.

Lingering Shadow

Lingering Shadow
Provides +15 Defense and +30 Dodge for one turn when the Reaper loses Shadow.
  • Provides +15 Defense and +30 Dodge as soon as the Reaper loses Shadow, either because they break concealment or Shadow expires.
  • Lasts until the start of XCOM's next turn.

Liquidator

Liquidator
Killing an enemy with your pistol doesn't cost an action.
  • This affects all pistol attacks, not just standard pistol shots.

Lock N Load

Lock 'N Load
Kills with your primary weapon restore 1 ammo.

Lockdown

Lockdown
Gain +20 to hit against enemies who attempt to move when suppressed.
  • Gain +20 to hit against enemies who attempt to move when suppressed.
  • This stacks with other reaction fire bonuses.

Locked On

Locked On
Gain +20 aim and +10 crit for successive shots at the same enemy unit.
  • Gain +20 aim and +10 crit for repeated shots at the same target. Not cumulative, and only applies to enemy units.
  • The effect persists in between multiple turns as long as the same target has been fired upon.
  • Area-of-Effect-based shots do not grant the bonus.

Lone Wolf

Lone Wolf
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
  • Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant.
  • Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Long Watch

Long Watch
Allow Overwatch to trigger with Squadsight.
  • Like the Overwatch ability it upgrades, Long Watch suffers a base penalty to aim.
  • Long Watch also suffers the Squadsight penalty to aim that increases with distance.

Low Profile

Low Profile
Makes partial cover count as full.

Mad Bomber

Mad Bomber
Grants 2 random free grenade items to your inventory.
  • The free grenade is chosen at the start of each mission.
  • Can get a frag, incendiary, gas, acid, or emp grenade.

Madmans Rampage

Madmans Rampage
The perk Kidney Shank has its cooldown reduced by 2.
  • The perk Kidney Shank has its cooldown reduced by 2.

Magnum

Magnum
Your pistol attacks get +10 Aim and deal +1 damage.
  • Even without Magnum, your pistol is more accurate than your rifle at close range.
  • Combining Magnum with ammo that adds extra damage will give you guaranteed kills on ADVENT Troopers at point-blank range.

Maim

Maim
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown.
  • Fire a shot with your primary weapon that does normal damage and immobilizes the target until the end of their next turn.
  • Useful to isolate a high-value target during an ambush.
  • Uses 1 ammo.
  • Maim has a 3 turn cooldown.

Malevolence

Malevolence
Attacks gain additional bonuses depending on the status effects the target is affected by.
  • Applies to most primary weapon as well most pistol and throwing knives attacks.
  • Acid Burning - Attacks shred +1 armor.
  • Bleeding - Attacks have +10 critical chance and deal +2 critical damage.
  • Burning - Attacks increase the damage the target takes from damage-over-time effects by 2 for 2 turns. Doesn't stack.
  • Poisoned - Attacks reduce the target's critical chance by 20 and increase the graze chance by 10 for 3 turns. Stacks.
  • Hypothermia - Attacks reduce the target's aim by 10 and defense by 10 for 2 turns. Stacks.
  • Radiation - Attacks reduce the target's damage by 20% for 3 turns. Doesn't stack.
  • Requiem Corrosion or Psionic Rippling - Attacks gain double bonus damage from Rupture.

Maniacal Laughter

Maniacal Laughter
This unit gains the Slugger and Watch Them Run perks.
  • This unit gains the Slugger and Watch Them Run perks.
  • Slugger: Negates the long-range penalties of using a shotgun.
  • Watch Them Run: After launching or throwing a grenade you will go on overwatch.

Manual Override

Manual Override
Lowers all ability cooldowns on a selected ally soldier by up to 3 turns.
  • Use the allies' abilities early and often to take full advantage of Manual Override.
  • Costs 1 action.
  • Manual Override has a 4 turn cooldown.

Marauder

Marauder
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn.
  • Marauder provides more tactical options when planning the Skirmisher's turn.
  • Paired with Grapple, Marauder allows the Skirmisher to shoot twice and move on a single turn.

Marionette Control

Marionette Control
Psychic. Seize control of a robotic target, as if manipulating a puppet.
  • Has a 6 turn Cooldown.
  • Lasts 3 turns.
  • Target uses their Hack Defense instead of Will to defend against this ability.

Mark Target

Mark Target
Mark a target, making it easier to focus fire on that target. Any attack against the marked target has a bonus to Aim.
  • Mark Target can be used at Squadsight range if the user has the Squadsight ability. It will not break concealment when used

Martial Arts

Martial Arts
Deal +1 melee damage to humanoid enemies and with melee attacks that don't require a weapon.
  • Deal +1 melee damage to humanoid enemies and with melee attacks that don't require a weapon.

Mayhem

Mayhem
Gain 25% bonus damage against enemies who attempt to move when suppressed.

Mechanical Chassis

Mechanical Chassis
This unit is immune to fire and poison damage.

MEC Trooper Immunities

MEC Trooper Immunities
All MEC Troopers are immune to fire, Chryssalid poison, Viper bind and knockback.

Medical Protocol

Medical Protocol
The GREMLIN can perform healing actions remotely: GREMLIN Heal and GREMLIN Stabilize. The GREMLIN has a single charge. If a medikit is equipped, the GREMLIN will gain an additional charge.
  • Upgrading your GREMLIN will lead to more HP healed per charge.
  • GREMLIN Heal or GREMLIN Stabilize, when used as your first action, will not end your turn.

Medispray

Medispray
Spray regenerative chemicals, healing targets in a cone. Gains additional charges for each medikit.
  • Has 1 charge per mission and is turn ending.
  • Gains additional charges for each medikit carried and is also affected by Field Medic.
  • If the soldier also has 'Smells Like Team Spirit' gains 1 additional charge.
  • If the soldier also has 'Thermal Bulwark', that ability's effects apply to medispray targets with a 30% chance to deflect attacks, but only if the unit was actually healed.

Meditation

Meditation
Adds up to 1 focus to the soldier. Requires 1 charge. Gain 1 charge ever time the soldier gets a kill. Only 1 charge can be stored at any given time.
  • Adds 1 point of Focus to the soldier.
  • Requires 1 action and does not end the soldier's turn.
  • Has a 0-turn cooldown.
  • Starts with 0 charges, and gains 1 charge for each kill the Templar makes. 1 charge is needed to use Meditation, and only 1 charge can be stored at any given time.

Meld

Meld
Immediately enter concealment that lasts until the start of your next turn. Has a 4 Turn(s) cooldown.
  • Meld cannot be used when flanked by nearby enemies.
  • Meld has a 4 Turn(s) cooldown.

Mighty Critical

Mighty Critical
After landing a critical hit, gain Might.
  • Might grants 30% increased damage (minimum +1), expending one Might stack per attack.
  • Can only trigger once per ability, even if the soldier critically hits multiple targets.

Mind Control

Mind Control
Psychic. Compel an enemy to fight for you.
  • Has a 5 turn Cooldown.

Minelayer

Minelayer
Provides one free proximity mine.
  • Provides one free proximity mine.
  • That's right. The sectopod-tech-exclusive item. For free. From this perk.

Momentum

Momentum
After using Rend, gain a bonus movement action.

Multitargeting

Multitargeting
You may Holotarget multiple enemies with a 2 turn cooldown.
  • HiDef Holo, Independent Tracking, and Vital Point Targeting apply to all targets.
  • Area of effect radius is 4 tiles for the basic Holotargeter and improves to 5 and 6 tiles with better technology.
  • Multitargeting has a 2 turn cooldown.
  • Holotargeting does not break concealment for your squad.

Napalm-X

Napalm-X
Your Flamethrower can now panic enemies, and enemies set on fire take 1 additional damage per tick.
  • Your Flamethrower can now panic enemies. Enemy units must pass a will check to avoid panic.
  • The chance to panic is 75% + 50/65/85%, depending on soldier's gauntlet tier, and is negatively affected by target's Will score.

Napalm Protocol

Napalm Protocol
Send the GREMLIN to a location where it offloads a large volume of napalm, damaging and burning all nearby units.
  • Napalm Protocol has 2 charges per mission.
  • Napalm Protocol will deal more damage as you upgrade your GREMLIN.

Needle

Needle
Shots taken in Shadow have +2 armor piercing.
  • Use Shadow's extra mobility to get close and deal major damage with Needle.
  • Only applies while the Reaper is in Shadow.

Needle Arsenal

Needle Arsenal
All of your weapons do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies (Bonus damage only for explosive weapons). All weapons and attacks are affected, be it fire, grenades or even rockets from both launchers.
  • Given standard gunfire does not destroy corpses, this perk mainly affects explosives or incendiary weapons like our immolators.
  • Grenades and rockets of all kind from either the gauntlet or the rocket launcher will preserve timed loot and corpses.'

Shredder gun will also now leave corpses and loot intact.

  • If grenade deals different type of damage, like laser beam, radiation, magnetic or projectile, then they leave loot intact by default, but this perk is useful for our fragmentation grenades, plasma grenades, missiles and flamethrowers.

Needle Grenades

Needle Grenades
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies.
  • You have received extra training that enables you to employ explosive grenades that deploy specialized slivers that leave enemy loot and corpse intact and tears through unreinforced material.
  • Loot and corpses of enemies killed by any other explosives of this soldier, such as heavy weapons, are also preserved.

Neutralizing Agents

Neutralizing Agents
Aid Protocol now neutralizes fire, poison, acid and bleeding.
  • Aid Protocol now neutralizes fire, poison, acid and bleeding.

Nightmare Fuel

Nightmare Fuel
Chemthrower attacks have a chance to cause panic.
  • Has a 25% chance to panic.

Nimble Hands

Nimble Hands
As a free action, reload your weapon. Can be used every 3 turns.
  • As a free action, reload your weapon. Can be used every 3 turns.

None Shall Pass

None Shall Pass
During enemy turns, fire a free shot that can critically hit with your sawed-off shotgun at any visible enemy within 3 tiles who moves or fires.
  • Will not trigger if soldier is concealed.
  • Uses 1 ammo and will only trigger if the sawed-off shotgun is loaded.
  • Can critically hit.
  • Works during any enemy turn: alien, Lost, Chosen and Ruler.
  • This cannot trigger more than once per enemy and will not fire against allies when panicked

Nova

Nova
Release a blast of energy, damaging all nearby units. This attack has no cost or cooldown, but consecutive Novas will damage the SPARK.
  • Nova has no action point cost and no cooldown.
  • This ability deals 6 damage and ignores armor.
  • The first Nova attack each mission will deal 0 damage to the SPARK.
  • All Nova attacks after the first will deal a stacking 2 damage to the SPARK.

One Good Eye

One Good Eye
Gain bonus 5 Aim and 5 Crit when taking multiple primary weapon shots against the same target in a row. Stacks up to 3 times.
  • "I used to be one of the best shots out there. Losing an eye knocked me down a peg, but I can still dish out the pain, as long as I can focus on one target at a time."

Open Fire

Open Fire
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.

Opportunist

Opportunist
Reaction fire shots now ignore half of cover bonuses. Passive.
  • Reaction fire shots now half of ignore cover bonuses.
  • Passive.

Oppressive Heat

Oppressive Heat
Pressure Blast, Chemthrower Suppression and Overwatch disorient foes.
  • Pressure Blast disorients all targets it hits.
  • Overwatch shots disorient the primary target if it hits.
  • Suppression disorients secondary targets immediately, and the primary target if the suppression shot hits.

Overcharge

Overcharge
Gain bonus aim and crit chance for each point of focus the Templar has.
  • Each point of focus provides +10 aim and +15 crit chance.
  • Based on the current focus, not max focus.

Overdrive

Overdrive
Take three actions this turn, and no action is turn-ending. Multiple Standard Shots incur a small recoil penalty.
  • A recoil penalty of -15% Aim is applied after each Standard Shot while Overdrive is active.
  • Overdrive has no cost to activate, but has a 5 turn cooldown.

Overkill

Overkill
Your ranged attacks deal +2 more damage to units at 50% HP or less.

Overseer

Overseer
Gain Squadsight and Sniper Overwatch when a sniper rifle is equipped as the primary weapon.
  • Sniper Overwatch is a specialized form of Overwatch that allows you to take a reaction shot against an enemy that moves or attacks within a cone of fire.
  • Sniper Overwatch is affected by Sentinel and Rapid Reaction.

Pack Tactics

Pack Tactics
If Shield Wall is active, then all adjacent allies will enter overwatch at the end of the turn. Passive.
  • If Shield Wall is active, then all adjacent allies will enter overwatch at the end of the turn.
  • Passive.

Packmaster

Packmaster
Grants +1 charge to every utility item and grenade equipped.
  • Grants +1 charge to every utility item equipped.
  • Applies to the grenade slot as well as the standard utility slots, but not other slots.
  • Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.

Packmaster (TJ)

Packmaster
Limited-use items in utility slots gain a bonus use. This does not include grenades in the grenade-only slot.
  • This includes non-grenade items such as medikits and mimic beacons.

Paramedic

Paramedic
Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges.

Parkour

Parkour
The cooldown for the Skrimisher's Grapple is reduced by one turn.
  • Improves the Skirmisher's mobility around the map.

Parkour (TJ)

Parkour
This soldier is able to climb walls.
  • This soldier is able to climb walls. Note that windows cannot be climbed.

Parting Strike

Parting Strike
Sword attacks shred armor. They also get +10% Hit Chance and do +1 Damage.
  • Melee attacks have +10% hit chance and do +1 Damage.
  • A successful attack with a conventional sword will shred 1 armor from the target and do +1 Damage with +10% Hit Chance.
  • More advanced swords will shred more armor from targets.

Perfect Plan

Perfect Plan
Gain an action when revealed from stealth by your own action, as well as the ability to climb walls, plus negate the penalties of failed hacks.
  • Perfect Plan grants 3 perks: Quick Feet, Parkour, and Failsafe.
  • Quick Feet will allow the soldier to ambush a pod while standing in the open, or hack an objective from stealth without putting themselves at risk..
  • Even without a GREMLIN or BIT, Failsafe can still guard against failure effects from Skullmining attempts or hacking ADVENT Security Towers with a Hacker's Laptop.
  • Walls can be climbed, but not windows.

Perfect Shot

Perfect Shot
Fire a non-turn ending shot with your pistol that is guaranteed to hit and forces the target to move. Also reduces the defense and dodge of the target. 2 turn cooldown.

Perfected Guard

Perfected Guard
The first Guard you use per turn will be a free action.

Phalanx Protocol

Phalanx Protocol
Your GREMLIN moves to every ally, granting all of them a Defense bonus until the start of your next turn.
  • Phalanx Protocol effectively grants Aid Protocol to every ally.
  • Has 2 charges.

Phantom

Phantom
When the squad is revealed, this soldier remains concealed.
  • Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment.
  • If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.

Phosphorus

Phosphorus
Your flamethrower's base damage can now ignore fire immunities, and shred armor.
  • Your flamethrower can now ignore fire immunities being able to deal damage to targets but does not affect their burn immunity.
  • Flamethrower attacks shred 1 armor per gauntlet tier.

Pillar

Pillar
Summon a pillar of Psionic energy to act as a high cover point. Free action, does not cost focus.
  • The pillar will last for a number of turns equal to the Templar's Focus level when summoned.
  • Pillar is a free action.
  • Can be used after Rend.
  • Pillar has a 4 turn cooldown.

Pipe Bombs

Pipe Bombs
Your damaging grenades inflict bleeding, dealing 1 damage per turn for 3 turn(s).
  • Your damaging grenades inflict bleeding, dealing 1 damage per turn for 3 turn(s).

Pistol Expertise

Pistol Expertise
Grants additional damage and armour piercing to pistols based on weapon tier. 1/1/2/2/3. Additionally grants High Noon.
  • High Noon negates long range penalties and grants Quick Draw when equipped with a Pistol and Close Encounters when equipped with an Auto-Pistol

Pistol Whip

Pistol Whip
Move to an enemy and strike with both weapons, dealing normal damage.
  • Pistol Whip deals normal weapon damage, but it does not gain a critical chance bonus for flanking or bonus effects from special ammo.
  • Each weapon strike uses a separate aim roll.

Point Blank

Point Blank
Fire your sawed-off shotgun at a nearby enemy.
  • Rapidly loses accuracy beyond four tiles range.
  • Uses one action.
  • Shotgun has two ammo.

Poisonball

Poisonball
Kinesis. Launch an explosive ball of toxics, damaging and poisoning everything in an area.
  • Has a 4 turn Cooldown.

Poison Dart Volley

Poison Dart Volley
Fire a volley of 3 darts that inflict poison and agony.
  • Has a 4 turn Cooldown.
  • Only the first shot deals normal damage.
  • The other darts do a fixed 1 poison damage.

Power Crush

Power Crush
Strike target with a crushing attack. Deals damage and inflicts significant rupture.
  • Ruptures the target, increasing the damage they take by 3.
  • Power Crush also benefits from the damage bonus of it's own rupture.
  • As a shield attack, also inflicts Disorient.
  • If Shield Trauma is learned, also inflicts a single-action stun.
  • Has a 3 turn cooldown.

Precision

Precision
You get +15 Aim against targets in full cover.
  • Precision only works with ranged attacks.

Precision Shot

Precision Shot
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown.

Predator

Predator
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.

Premonition

Premonition
Allows the Warden to change stances without attacking. Free action on a 3 turn cooldown. Activates Ebb and Flow.
  • Mastery over Ebb and Flow.
  • Allows the Warden to change stances without attacking and activates Ebb and Flow.
  • It is a free action on a 3 turn cooldown.
  • Enables interesting combos where the Warden can melee first and then shoot at point blank range, or prepare with a Defensive Stance ability before launching an attack.
  • This ability is available in both stances.
  • Can be activated while on fire or disoriented.

Preparation

Preparation
Gain a standard action point at the start of your next turn. Does not cost action points. 3 turn cooldown

Preservation

Preservation
When your concealment is broken, gain +15 defense for 2 turns.
  • When your concealment is broken, gain +15 defense for 2 turns.

Pressure Blast

Pressure Blast
Expel a high pressure blast from the chemthrower that damages and knocks back everything in a cone.
  • Knocks back enemies up to 9 meters (6 tiles).
  • This attack is 20% more likely to result in a critical hit.
  • Deals 20% increased base damage.
  • Costs 2 Ammo.
  • Has a 3 round cooldown.

Priority Target

Priority Target
You get + 10 Aim and +10 Crit chance on ranged attacks against the closest visible enemy.
  • If multiple enemies are equally distant, you get the bonus against all of them.
  • Priority Target doesn't affect melee attacks.

Protect and Serve

Protect and Serve
Gain a non-movement action point after using Shield Wall.
  • Gain a non-movement action point after using Shield Wall.
  • Passive.

Psionic Bomb

Adrenaline
Open a small Psionic rift that disables the weapons of any units caught in its radius, and deals damage within that radius after one turn.
  • Has a 6 turn cooldown.

Psi Reanimation

Psi Reanimation
Raise a dead soldier, civilian, or ADVENT soldier as a Psionic zombie.
  • A soldier cannot use Psi Reanimation while using Mind Control or Soul Merge.
  • If the soldier dies or becomes incapacitated, the raised zombie will die.
  • You can control several zombies at the same time.

Pump Action

Pump Action
Gain two extra ammo in your sawed-off shotgun.

Puppeteer

Puppeteer
Haywire Protocol no longer has a cooldown and doesn't end the turn.
  • You can still only make one attempt to use Haywire Protocol per enemy unit.

Purifier Gauntlet

Purifier Gauntlet
Grants a wrist mounted flamethrower with sufficent fuel for two attacks.

Pyromaniac

Pyromaniac
Grants 1 free incendiary grenade item to your inventory.
  • The free grenade is not affected by Packmaster.

Quickburn

Quickburn
Activate so your next use of the flamethrower will not cost an action.
  • Activate so your next use of the flamethrower will not cost an action.
  • Quickburn has a 5 turn cooldown.

Quicksilver

Quicksilver
Overwatch no longer ends turn. Additionally, reaction shots have +20 Aim.
  • This ability makes it possible to activate Overwatch several times per turn, gaining additional Overwatch Action Points with each activation.
  • Actual Ability Cost is not affected. E.g. Sniper Rifle Overwatch will still require two Action Points to activate.

Quick Aid

Quick Aid
The first time you use various support gremlin abilities in a turn you will refund one action point.
  • Works with Aid Protocol, Shield Protocol, Medical Protocol, Rescue Protocol, Stealth Protocol, Stronghold Protocol, Phalanx Protocol, Revival Protocol, Scouting Protocol, Airdrop, Restorative Mist, and Combat Scanner.

Quick Feet

Quick Feet
Refunds one action point when you are revealed from concealment via your own action.
   Refunds one action point when you are revealed from concealment via your own action.

Quick Patch

Quick Patch
Using a Medikit does not cost an action. Passive.
  • Using a Medikit does not cost an action.
  • Passive.

Quick Zap

Quick Zap
Activate this ability to make your next arc thrower shot a free action. Has a 4 turn cooldown.
  • Activate this ability to make your next arc thrower shot a free action.
  • Quick Zap has a 4 turn cooldown.
  • Applies to the abilities Stun, Arc Pulser and Chain Lightning.

Raging Bull

Raging Bull
A free melee attack on any enemy that enters or attacks from melee range. Deals minor damage and is guaranteed to stun for 2 actions on a hit.
  • A free melee attack on any enemy that enters or attacks from melee range.
  • Deals minor damage and is guaranteed to stun for 2 actions on a hit.
  • This attack will be attempted as many times as there are targets, but only until it successfully lands a hit within a given turn.
  • Will not trigger during the soldier's own turn.
  • Has a 1 turn cooldown between successful hits.

Raging Shot

Raging Shot
Fire a shot that gains damage the closer the target is.
  • Has a 3 turn Cooldown.
  • Best used at point blank range.
  • Damage bonus is reduced the father away the target is.

Rainmaker

Rainmaker
Equipped heavy weapons deal +2 damage and have increased area of effect.
  • Rainmaker adds +2 damage to all heavy weapons.
  • Heavy weapons with circular areas of effect have their radius increased by +2.
  • Heavy weapons with conic areas of effect have their diameter increased by +2 and length increased by +2.

Rapid Deployment

Rapid Deployment
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
  • Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
  • Applies to Smoke Grenades, Flashbangs, Shaped Charges and Battle Scanners.
  • Rapid Deployment has a 3 turn cooldown.

Rapid Fire

Rapid Fire
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
  • Rapid Fire has a 1 turn cooldown.

Rapid Reaction

Rapid Reaction
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.

Rapid Shielding

Rapid Shielding
Shield Protocol no longer costs an action to use.
  • Shield Protocol no longer costs an action to use.

Rapid Targeting

Rapid Targeting
You may Holotarget an enemy as a free action with a 4 turn cooldown. In addition, Holotargeting no longer ends your turn.
  • Using your Holotargeter no longer ends your turn.
  • In addition, Rapid Targeting lets you periodically use Holotargeting against a single enemy as a free action.
  • This works with HiDef Holo, Independent Tracking, and Vital Point Targeting.
  • This does not stack with Multitargeting.
  • Rapid Targeting has a 4 turn cooldown.
  • Holotargeting does not break concealment for your squad.

Ray Of Life

Ray Of Life
Extends a ray of psionic light, healing all living things it touches.
  • Has 1 charge.

Ready For Anything

Ready For Anything
Enter overwatch after firing a turn ending standard shot with your primary weapon.

Reaper

Reaper
A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage.
  • Reaper has a 4 turn cooldown.
  • Reaper cannot be combined with Run and Gun.
  • As the damage with each successful Reaper strike is reduced, careful ordering of targets may be required to ensure the longest chain of attacks.
  • Each kill will reduce damage dealt by 3.

Reblossom

Reblossom
When foes survive the soldier's melee attacks, immediately perform a bladestorm attack against them.
  • When foes survive the soldier's melee attacks, immediately perform a bladestorm attack against them.

Recharge

Recharge
Killing an enemy with your primary weapon reduces the cooldown of all abilities by 1.
  • Abilities without a cooldown are unaffected.
  • Passive.

Reckoning

Reckoning
Unlocks the Ripjack Charge.
  • You can trigger the Charge ability by placing the movement cursor over an enemy and right-clicking (as with Fleche on Shinobis).
  • Charge costs 1 action point, is not turn ending, and has a 4 turn cooldown.
  • A Skirmisher can perform a dash move with the Charge attack and it will still only cost 1 action point.

Recon

Recon
Scout the area, Marking all enemies in a large cone. Marked enemies take 10-20% more damage and lose 5 defense. Retains stealth.
  • Marks all targets for +5% aim and +10-20% more damage from your squad for 2 turns.

Redoubt Protocol

Redoubt Protocol
Command your GREMLIN to move to a designated area. It deploys barriers on allies that can absorb damage.
  • Barrier provides 4/6/8 shield HP for 3 turns, scaling with GREMLIN tier.
  • Does not end the turn if used as the first action.
  • Does not stack with other major barriers.
  • Recasting before expiry will refill the amount the barrier can absorb.
  • Has 3 Charges.

Reflex

Reflex
When fired upon, gain one extra action on the next turn. Triggers no more than once per turn. Attacks against you suffer a -15 penalty to critical hit chances.
  • The Grapple makes the Skirmisher a great advance scout, and Reflex rewards their aggressive positioning.
  • Reflex can only be triggered once per turn.

Relocate

Relocate
Gain the Transposition ability, letting you swap positions with an ally or enemy. You can use Transposition when in either stance.
  • Transposition does not end the turn when used and has a 3 turn cooldown. You can use Transposition when in either stance.

Remote Start

Remote Start
Detonate an environmental explosive, causing it to deal double damage within twice its normal radius. Does not reveal the Reaper.
  • Make sure squadmates are clear of the blast zone!
  • Remote Start requires 1 ammo point, and has a 5 turn cooldown.
  • Remote Start has 1 charge(s) per mission.

Rend

Rend
Melee attack with a chance to stun or disorient the target. Triggers Momentum, and generates Focus on attacks.
  • Using Rend is the Templar's primary method for generating Focus.
  • After casting Rend, the Templar will gain Momentum, allowing them one movement action. Use this to return to cover after attacking.
  • Rend has a 5% chance to Stun. Stunned targets will also be knocked back.
  • Rend has a 10% chance to Disorient.

Rend The Marked

Rend The Marked
Throwing knives apply a stacking +50 Crit chance against the target from all sources for the remainder of the turn.

Rending Claws

Rending Claws
Your melee attacks against all enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.

Renewal Protocol

Renewal Protocol
Grants a unit HP regeneration every turn, and stabilizes and revives bleeding out or unconscious units.
  • Renewal Protocol will get a unit that is bleeding out or unconscious up and back into the fight. Try to save it for a unit that really needs it.
  • Renewal Protocol restores 2 HP per turn, to a maximum of 8 HP. The first tick of healing is applied immediately when it is used.
  • The Battlefield Medicine foundry project will increase the amount to 3 HP per turn.
  • Mark II Gremlins will heal 10 total HP.
  • Mark III Gremlins will heal 12 total HP.
  • Restoration Protocol has one charge per mission.

Repair

Repair
Send the BIT to a damaged robotic ally and heal it, neutralize acid, and repair all shredded armor.
  • Repair will restore 4/6/8 HP based on BIT tier
  • Repair has 1 charge per mission and gains an additional charge with the Enhanced Repair Systems ability.
  • Using Repair as your first action will end your turn without the Rapid Repair ability.
  • Repair has a 1-turn cooldown (cannot be used multiple times per turn).

Reposition

Reposition
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon.
  • Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon.
  • Works with Hit and Run.

Reposition (Keeper)

Reposition (Keeper)
Use the Grapple Gun to pull an allied unit towards your position, preferring tiles in cover. 4 turn cooldown.

Rescue Protocol

Rescue Protocol
Use your GREMLIN to grant a movement action to an ally and grant them a small boost to dodge and mobility.
  • Rescue Protocol grants +15 dodge and +5 mobility.
  • Rescue Protocol can only be used on allies with no action points left.
  • It cannot be used on concealed, suppressing or overwatching units.
  • An ally cannot benefit from both Command and Rescue Protocol in the same turn.
  • Uses one action and does not end your turn.
  • Rescue Protocol has 2 charges per mission.
  • Charges increase with improved Gremlin technology.

Resilience

Resilience
Enemy attacks against you suffer a -30 penalty to critical hit chances.

Resilience (TJ)

Resilience
You can't be critically hit.
  • Resilience is useful for controlling the amount of damage you take if you get flanked.
  • Just because you can't be crit doesn't mean you won't die if you stand out in the open.

Resilient Incense

Resilient Incense
Smoke Grenades protect against critical hits.
  • Resilient Incense is only applied to targets within the smoke when it is first deployed.

Restoration

Restoration
The GREMLIN flies to each squad member, healing or reviving them as needed.
  • Restoration has one charge per mission.
  • Restoration will heal more HP as you upgrade your GREMLIN.

Restore Life

Restore Life
Call back an ally from death's door, healing and allowing them to fight once more.
  • Has a 4 turn Cooldown.

Resupply

Resupply
Refill the primary weapon ammo of all allies.
  • Has 2 charges.

Resupply Ammo

Resupply Ammo
Reload the primary weapon of a targeted allied unit. If this unit is equipped with special Ammo, its effects will be applied to the reloaded weapon until its next regular reload. O turn cooldown.
  • If the target soldier already carries special Ammo, its effects will be temporarily overridden by Keeper's special Ammo.

Retribution

Retribution
Free Ripjack attacks on any enemies that enter or attack from melee range.
  • If an enemy begins their turn in an adjacent tile, Retribution will trigger if that enemy tries to attack the Skirmisher.
  • If an enemy does not begin their turn in an adjacent tile, then Retribution will trigger when that enemy moves into melee range.
  • Retribution does not trigger on your own turn.

Return Fire

Return Fire
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses.
  • Return Fire will only trigger once per turn.
  • Return Fire can be triggered by melee attacks and area of effect attacks.
  • Return Fire will not trigger when targeted by overwatch fire.

Reverse Counters

Reverse Counters
Melee attacks that would be countered or reflected instead critically hit.
  • Go, sword the muton.

Revival Protocol

Revival Protocol
Send the GREMLIN to an ally to remove any negative mental status effects: Disoriented, Stunned, Panicked, or Unconscious.
  • Revival Protocol can be used to revive unconscious soldiers, including those who have been stabilized after bleeding out.
  • Revival Protocol, if used with your first action, will not end your turn.
  • Starts with two charges, but upgrading your GREMLIN may provide more.

Riot Control

Riot Control
You have one free smoke grenade and one free flashbang use on every mission.
   You have one free smoke grenade and one free flashbang use on every mission.

Ripjack Slash

Ripjack Slash
Attack an adjacent target with your Ripjack. Does not end turn.
  • Ripjack Slash can only be used against adjacent targets.

Riposte

Riposte
Use the primary weapon to counter enemy attacks that would Miss or Graze, or while Guard is active. Passively gain 10 Dodge and resist most impairing effects applied by melee attack hits.
  • Any attack performed at melee range can be countered, even if it is made with a ranged weapon.
  • Countering an attack allows to completely avoid it, and automatically respond with a counter attack.
  • An attack cannot be countered if the enemy is immune to reaction fire.
  • Counterattack counts as a reaction attack; it suffers aim penalties and normally cannot crit.
  • Counterattack deals damage only from the primary weapon, even if dual wielding, and it cannot activate Cross Strike.
  • Learning Riposte will make the soldier permanently immune to impairing effects of melee attacks performed by Stun Lancers, Mutons and Berserkers.
  • If Guard is active, its charge will be used to counter the enemy attack, if possible.

Rocket Launcher

Rocket Launcher
Fire a rocket at a target area. Damages enemies, shreds armor, and destroys terrain.

Rocketeer

Rocketeer
Your rocket launcher or heavy weapon gains a bonus use.
  • Heavy weapons are weapons such as the shredder gun that can only be mounted on an EXO or WAR suit.

Roaring Flames

Roaring Flames
Chemthrower reaction fire has a 20% increased chance to crit.
  • Enables all reaction fire by this soldier to crit if they have a chemthrower equipped.
  • Chemthrower reaction fire gains 20% critical chance.

Rock Em Sock Em

Rock Em Sock Em
Grants a Heavy Weapon Slot if the soldier does not already have one. Additionally grants 1 Additional use of most heavy weapons that have charges Or grants the strike abiltiy with the punch glove equipped.
  • Grants a Heavy Weapon Slot if the soldier does not already have one. Additionally grants 1 Additional use of most heavy weapons that have charges Or grants the strike abiltiy with the punch glove equipped.

Rolling Thunder

Rolling Thunder
Whenever you deal Electrical damage, detect enemy presence in a 18 tile radius. 1 turn cooldown.
  • Whenever you deal Electrical damage, detect enemy presence in a 18 tile radius. 1 turn cooldown.

Roust

Roust
Special Flamethrower shot that does limited damage but forces enemies to change their position and applies a special debuff.
  • Has a 50% chance to set enemies in the area of effect on fire and does limited damage.
  • The narrow jet of flame has less impact on the environment.
  • The area of effect is 50% less wide and 50% longer than the standard flamethrower reaching about 2.5 tiles wide and 10.5 tiles long.
  • Units hit by the shot will be forced to move, often triggering overwatch fire.
  • Units hit will be debuffed losing 6 mobility and 10 defense for 1-turn.
  • One use per mission, but can gain an additional use with additional gear.
  • Cannot be used from concealment.

Roving Chemist

Roving Chemist
Gain a momentum action point after activating a Canister's special ability.
  • Gain a momentum action point after activating a Canister's special ability.
  • Can be used to move into a more opportune location, such as into the smoke from a Smoke Canister.

Ruthless

Ruthless
Killing a panicked or disoriented enemy with your sawed-off shotgun refunds one action point.
  • By cleverly combining the effects of Brutality and Ruthless, you can kill multiple enemies per turn with your sawed-off shotgun.
  • There is no limit to the number of Ruthless activations per turn.

Run and Gun

Run and Gun
Take an action after dashing.
  • Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position.
  • Run and Gun has a 4 turn cooldown.

Run and Slice

Run and Slice
Move to and slice a target. Uses one action and doesn't end the turn but can only be used once per turn. Has a 4 turn cooldown that can be reset by using other knife perks.
  • Move to and slice a target. Uses one action but can only be used once per turn.
  • The abilities that are able to reset the cooldown are Disarming Strike, Lacerate, Shadowmelt and Hamstring.

Running On Empty

Running On Empty
Once per turn, if the soldier moves while out of ammo, reload 1 ammo.
  • Once per turn, if the soldier moves while out of ammo, reload 1 ammo.

Rupture

Rupture
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future.
  • Rupture requires 3 ammo points.
  • Rupture has a 4 turn cooldown.
  • Ruptured targets take 3 additional damage from every attack.

Russian Roulette

Russian Roulette
When on Overwatch, if your shot misses, another shot will be taken as long as ammo is available.
  • Shots will continue to be taken until a hit is made, ammo runs out or there are no more targets to shoot at.
  • Critical hits and grazes both are considered "hits" for the purposes of this ability.
  • Only affects regular Overwatch; Return Fire and similar abilities that grant other kinds of reaction shots are unaffected.
  • This soldier won't continue to make Overwatch shot attempts if their Overwatch is removed, e.g. by taking damage, being suppressed or becoming disoriented.

Saboteur

Saboteur
Your standard assigned weapon attacks deal +50% more damage to inanimate objects such as relays and gas tanks.
  • +50% damage.
  • Saboteur doesn't affect grenades or special attacks.

Sacred Incense

Sacred Incense
Smoke Grenades cleanse and provide temporary protection from mental effects.
  • Smoke Grenades cleanse and provide temporary protection from mental effects.

Sacrifice

Sacrifice
Generate a protective field which redirects any attacks against allies inside it towards you. Gain bonus defense and armor while active.
  • The SPARK gains +10 defense and +1 armor while Sacrifice is active.
  • Sacrifice has a 6 turn cooldown.

Salt In The Wound

Salt In The Wound
All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. This includes tick damage from those effects.
  • All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding.
  • Applies to all sources of damage caused by you.
  • If this unit inflicts Poison, Burning, Acid, or Bleeding on a target, then the tick damage of those effects will also be increased.
  • Damage bonus will not stack against targets suffering from multiple of these effects.

Salvo

Salvo
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
  • Soldiers with the Salvo ability are prime candidates for heavy armor.

Sapper

Sapper
Your explosives can destroy many cover objects.
  • Sapper allows frag grenades and other explosives to destroy many cover objects.

Saturation Fire

Saturation Fire
Fire a cone shaped barrage of bullets at every enemy in an area. In addition, the cover of those enemies can be damaged or destroyed. Uses a lot of ammunition.
  • Saturation Fire requires 4 ammo points.
  • Saturation Fire has a 7 turn cooldown.
  • Saturation Fire will take a standard shot at every enemy in the cone, and will damage or destroy random cover elements in the cone.

Savior

Savior
Healing abilities restore four additional hit points.
  • Effect applies to GREMLIN heal, Medikits and Restoration abilities.

Sawbones

Sawbones
Gain the Savior and Healing Aid abilities. Additionally, the first time you use Medical Protocol each turn will refund one standard action point.
  • Savior increases the healing of all healing abilities by 4 points.
  • Healing Aid allows Aid Protocol to remove burning, poison, acid, and bleeding effects from targets, as well as healing the target .
  • Healing Aid affects Aid Protocol and Stronghold Protocol.

Scanning Protocol

Scanning Protocol
The GREMLIN can trigger an instant scan of the area, increasing the Specialist's sight radius substantially for one turn, and revealing any hidden or disguised enemies in view. Free Action.
  • Scanning Protocol has 2 initial charges.
  • Scanning Protocol gains bonus charges with improved Gremlins.
  • In addition to hidden and disguised enemies, enemies blocked from line of sight by walls or obstructions will also be revealed by Scanning Protocol.
  • Scanning Protocol is a free action.
  • If the Specialist is employed as Haven Advisor Scanning Protocol will reduce the chance of recruiting Faceless rebels by 40% (stacking cumulatively with other similar abilities).

Schism

Schism
Insanity now does a small amount of guaranteed damage, and applies Rupture to the target.
  • If Insanity is successful, the target will take 2-4 damage, and take +2 damage from all future attacks.

Scourge Cutter

Scourge Cutter
A slash attack with your melee weapon that is always a free action, but can only be used once per turn and can't get critical hits. Requires the user to be in melee range. Can be used even if the soldier has no actions left.
  • Scourge Cutter being a free action allows you to move, attack, and then move away, or move, attack, and attack again if you have another sword ability or a backup weapon such as a pistol or sawed-off shotgun.
  • Being able to be used with no actions remaining means that Scourge Cutter can, for example, be used after dashing into melee range of an enemy.

Scout

Scout
Grants 1 free battle scanner item to your inventory.
  • This stacks with uses from carried battle scanners.

Scouting Report

Scouting Report
Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability.
  • Collect 1 intelligence each turn. Intelligence adds 1 offense and defense to all allies (max 5).
  • 'Decisive Action' - Spend 5 intelligence to fully restore one ally's action points up to 2

Scout's Watch

Scout's Watch
The soldier no longer has reaction fire penalties with overwatch and can crit, but can only watch over small regions.
  • Overwatch replaced with Scout's Watch.
  • Scout's Watch - Overwatch over a long, narrow cone.
  • Can reactively fire upon movement.
  • Can crit and doesn't suffer from reaction fire penalties.

Scrap Metal

Scrap Metal
Kills with your primary weapon restore one sawed-off shotgun charge.
  • Kills with your primary weapon restore one sawed-off shotgun charge.
  • This does not apply to kills from using the sawed-off shotgun itself.
  • With this ability, you can gain more sawed-off shotgun charges than you started with.

Scrounger

Scrounger
There is a chance of an extra loot drop whenever you are on a mission.
  • There will be one additional loot drop on a random enemy whenever this soldier is on a mission.
  • Other squadmates with Scrounger will stack the effect.

Second Wind

Second Wind
Using a medikit on a unit also grants that unit a bonus action point.
  • If you use a medikit on yourself, you gain the bonus action point.
  • Medikits can be used not only on injured units but also on units that are suffering from status effects, including different levels of bitterfrost.

Sensor Overlays

Sensor Overlays
All squad members get +10 Crit chance against enemies you can see.
  • This doesn't count enemies only visible through squadsight.

Sentinel

Sentinel
When in overwatch, you may take two reaction shots.
  • Reaction shots may only target an enemy once.

Serial

Serial
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack.
  • Serial is meant to chain enemy kills in a single action, as every kill is essentially free.
  • Every successful kill does result in a reduction to critical hit chance and damage, however.
  • Serial has a 7 turn cooldown.

Serrated Fang

Serrated Fang
Viciously stab an adjacent foe, inflicting severe rupture and bleeding.
  • Has a 5 turn Cooldown.

Shadow

Shadow
Grants the soldier Shadow, an advanced form of concealment that lasts for 2 turns.
  • Shadow reduces detection ranges to just a few tiles at most.
  • Reaper has increased mobility while in Shadow.
  • Entering Shadow is a free action and has a 4 turn cooldown.
  • Shadow also provides the Infiltration perk, which prevents the Reaper from being detected by ADVENT Security Towers.

Shadowborn

Shadowborn
The soldier is much more difficult to detect while concealed. Also, small bonuses to aim and crit while in concealment.
  • -33% detection radius while concealed.
  • +15 aim and crit with all shots from concealment.

Shadowmelt

Shadowmelt
Strike an enemy with the knife. If you kill the target, enter concealment. Resets Run and Slice. Has a 3 turn cooldown.
  • Like all knife attacks, this uses one action and does not end your turn.
  • Has a 3 turn cooldown.

Shadowstep

Shadowstep
This soldier does not trigger overwatch or reaction fire.
  • A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates.
  • This ability cannot be disabled in any way.

Shadowstep Aid

Shadowstep Aid
Aid Protocol and Stronghold Protocol also grant temporary Shadowstep and a movement-only action.
  • Aid Protocol and Stronghold Protocol also grant temporary Shadowstep and a movement-only action.

Shadowstrike

Shadowstrike
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
  • Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.

Shadowstrike (M31)

Shadowstrike
Gain +25 aim and +25 critical chance against enemies that do not see you.
  • The bonus applies to all attacks as long as the targeted enemy does not have a direct line-of-sight on the soldier when the action starts. This includes, but not limited to, squadsight attacks and attacks from concealment.

Shank Redemption

Shank Redemption
The first time you use Knife Fighter each turn will refund one standard action point. Does not apply to any other knife skills.
  • The first time you use Knife Fighter each turn will refund one standard action point. Does not apply to any other knife skills.

Shellshock (TJ)

Shellshock
Grenades have a 15% chance to stun both organic and robotic enemies.

Shield Battery

Shield Battery
Grants 2 additional uses of Shield Protocol.
  • Grants 2 additional Shield Protocol charges.

Shield Charge

Shield Charge
The soldier rushes the target, damaging and knocking them back. Immediatly activates Shield Wall afterward.___
  • Cannot be used against targets immune to melee damage.
  • Knocks back the target if it hit.
  • Destroys cover in the path that the target is knocked back.
  • Automatically actvates Shield Wall after the attack.
  • As a shield attack, also inflicts Disorient.
  • If Shield Trauma is learned, also inflicts a single-action stun.
  • Has a 3 turn cooldown.

Shield Protocol

Shield Protocol
Grant a friendly unit bonus ablative hit points.
  • Grant a friendly unit 3/5/7 bonus ablative hit points.
  • The shield also grants poison immunity until all ablative hit points are lost.
  • Has 2 charges

Shield Surge

Shield Surge
Shield Protocol now also grants the target 3 Armor for one turn.
  • The Armor lasts until the start of your next turn.

Shield Training

Shield Training
This soldier gains 2 mobility when equipped with a SPARK Shield.

Shield Trauma

Shield Trauma
Make a melee attack with your shield that leaves your opponent disoriented and stunned for 1 action.
  • Upgrade to the Shield Bash ability.

Shock And Awe

Shock And Awe
You equip one additional rocket.
  • You equip one additional rocket.

Shockwave

Shockwave
Your damaging grenades and gauntlet rockets decrease enemy defense by 15 and dodge by 20 for 1 turn.
  • Shockwave does not apply to flashbang grenades or other grenades that do not deal damage.

Shooting Sharp

Shooting Sharp
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.

Shoot Out

Shoot Out
Fire your pistol at up to six random enemies. 6 turn long cooldown
  • This skill cannot target the same enemy more than twice. Furthermore, this skill can only target an enemy twice if there are at least 2 enemies inside your pistol's range. The following explains how targeting with this skill works:
  • 1 enemy: 1 shot fired, that enemy is shot once
  • 2 enemies: 4 shots fired, each enemy is shot twice
  • 3+ enemies: 6 shots fired, random target distribution following the aforementioned rules

Shotgun Finesse

Shotgun Finesse
Gain additional Crit chance and Mobility while equipped with a shotgun.
  • Gain +10 crit and +3 mobility while equipped with a shotgun.

Shoulder To Lean On

Shoulder To Lean On
Allies within 1 tile gain +5 bonus Aim. This bonus is increased to +10 Aim when Shield Wall is in effect. Passive.
  • Allies within 1 tile gain +5 bonus Aim.
  • This bonus is increased to +10 Aim when Shield Wall is in effect.
  • Passive.

Shredder

Shredder
Your primary weapon attacks shred armor.
  • A successful shot with a conventional weapon will shred 1 armor from the target.
  • More advanced weapons will shred more armor from targets.

Sidewinder

Sidewinder
Allows the soldier to evade a damaging attack, and instantly gain a movement action. Can only activate once every 3 turn(s).
  • Sidewinder can activate while disoriented: False.
  • Sidewinder can activate while burning: False.
  • Sidewinder will not activate during the soldier's own turn: False.
  • Sidewinder will not activate if the soldier is currently binding a target.
  • Sidewinder will not activate against reaction fire.

Silent Killer

Silent Killer
Guarantees that the Reaper stays in Shadow with killing shots.
  • Allows a Reaper to stay safely in Shadow during the enemy turn if they kill a unit with their primary weapon.

Singe

Singe
Primary weapon attacks have a 33% chance to set fire to enemies, and Shred 1 armor.
  • Primary weapon attacks have a 33% chance to set fire to enemies, and Shred 1 armor.

Sixth Sense

Sixth Sense
You are immune to multi-target and area attacks.
  • Area attacks include grenades and other explosives, but not MEC Micro Missiles.
  • Faceless claw sweep counts as multi-target attack and will not hit this soldier.
  • Purifier's Flamethrower is another example of area of effect attack that is not an explosive weapon.

Skirmisher

Skirmisher
When you use a turn-ending ability with your first action, you may move afterwards.
  • This doesn't affect abilities that require two action points to use.
  • You can only take a standard move, not use other actions such as reloading your weapon.

Skyfury Blade

Skyfury Blade
Strike twice at the target with a lightning-imbued blade. May drives the target into a panic.
  • Has 2 uses per battle.
  • Each Strike has a 25% chance to panic.
  • Shares Charges with other Parivir Blades, but has more total charges if more blades are learned.

Skykeeper

Skykeeper
Gain +15 aim against unflankable enemies and additional +15 aim if they are large or flying.
  • Flying enemies are always considered unflankable for the purposes of this ability.

Slam Fire

Slam Fire
For the rest of the turn, whenever you get a critical hit with your primary weapon, your actions are refunded. Has 4 turn cooldown. Cannot be used after Run and Gun and disables Run and Gun for the rest of the turn. Free action.
  • With the proper setup, you can trigger Slam Fire many times in a turn. Try removing enemies' cover, or using other abilities to boost your critical hit chance.
  • Activating Slam Fire does not cost an action.
  • Cannot be used after Run and Gun and other abilities that refund actions and disables them for the rest of the turn.
  • Equip your weapon with a Laser Sight and an Expanded Magazine or Autoloader to maximize Slam Fire's potential.

Slash

Slash
Attack an adjacent target with your sword. Uses one action.
  • Attack an adjacent target with your sword.
  • Uses one action and doesn't automatically end your turn, so two attacks a turn are possible.

Slash

Slash
Attack any enemy within movement range with your sword.
  • Attack any enemy within movement range with your sword.

Slave Drive

Slave Drive
Never ask when you can take. Gain the Haywire Protocol ability when equipped with a GREMLIN or BIT secondary. Additionally, your Full Override ability gains a bonus charge.
  • Haywire Protocol lets you stun or temporarily control an enemy robotic unit with your GREMLIN or BIT.

Slice And Dice

Slice And Dice
Attack any enemy within movement range with your sword. If you hit, make a free second sword attack. 2 turn cooldown.
  • Has a 2 turn cooldown.

Slug Shot

Slug Shot
Special shot for primary-weapon shotguns only: Fire a shot that pierces 2 armor and has no range penalties. Uses 1 ammo. Has a 2 turn cooldown.
  • Special shot for primary-weapon shotguns only: Fire a shot with no range penalties.
  • The shot will pierce 2 armor point(s).
  • The shot also gains +10 aim
  • Slug shot has a 2 turn cooldown.
  • Requires 1 ammo.

Smoke and Mirrors

Smoke and Mirrors
Grants +1 charge per smoke grenade item. Launching or throwing a smoke grenade does not end your turn.
  • Smoke and Mirrors also slightly reduces the soldier's infiltration time.

Smoker

Smoker
Grants one free smoke grenade item to your inventory.

Snake Blood

Snake Blood
Your Dodge is increased by 20 and you are immune to poison.
  • Your Dodge is increased by 20 and you are immune to poison.

Snap Shot

Snap Shot
You may take standard shots with your sniper rifle after moving, but you suffer severe range penalties beyond 5 tiles of squadsight range.
  • The soldier may now use the sniper rifle for standard shots after moving, but suffers extreme aim penalties at targets beyond 22 tiles range on those shots.
  • The soldier may not enter overwatch with the sniper rifle after moving.
  • Snap shot reduces close range penalties by 67%
  • Snap shot can be used for the following abilities: Chain Shot, Rapid Fire, Disabling Shot, Precision Shot, Deadeye

Sniper Elite

Sniper Elite
The soldier's attacks ignore all dodge modifiers and have +25 aim and +25 critical chance. Additionally, their reaction fire can crit.
  • The attacks will ignore all dodge modifiers, but not the graze band.
  • Aim bonus is not affected by the reaction fire penalty.

Sniper's Nest

Sniper's Nest
Makes partial cover count as full and confers +10 aim and +10 critical chance against targets at a lower elevation.
  • Makes partial cover count as full and confers +10 aim and +10 critical chance against targets at a lower elevation.

Social Dynamo

Social Dynamo
Once per turn, when the soldier crits, they grant a crit chance buff to nearby allies.

Soften Up

Soften Up
Gain +2 bonus damage on attacks against targets that have full HP.
  • Works with anything that uses weapon damage, including but not limited to firearms, melee, and grenades.

Solace Aura

Solace Aura
This unit is affected by an aura that protects it and surrounding allies from any mental impairments.
  • Solace has a 4 tile radius.
  • Moving next to afflicted organic allies will immediately cleanse their mental impairments.

Sonic Screwdriver

Sonic Screwdriver
Heal an adjacent robot, based on the critical damage of your knife.
  • Heal an adjacent robot, based on the critical damage of your knife.

Soul Harvest

Soul Harvest
Provides +10% crit chance. Each kill by this soldier adds +4% crit chance, to a maximum of +20%.
  • Bonus crit chance applies to both primary and secondary weapons.
  • The +20% max crit chance bonus applies only to the per-kill component, i.e. it's in addition to the base +10% bonus.

Soul Mania

Soul Mania
Free Psionic attacks on any enemies that enter or attack from within 2 tiles. Guaranteed to hit but will not target robots or units with Shadowstep.
  • If an enemy begins their turn within 2 tiles, Soul Mania will trigger if that enemy tries to attack the soldier.
  • If an enemy does not begin their turn within 2 tiles, then Soul Mania will trigger when that enemy moves into that range.
  • Soul Mania deals the same base Psionic damage as Soulfire and similarly cannot target robots, but does NOT ignore armor or shields like Soulfire does.
  • Soul Mania is guaranteed to hit, but is still considered a reaction attack and thus won't target units that have Shadowstep.
  • Will not trigger during the soldier's own turn.

Soul Shot

Soul Shot
A powerful aim-based ranged attack that can crit and does not end turn. Costs 1 Focus.
  • This ability has +20 aim.
  • This ability costs 1 action, is non-turn ending, costs 1 focus and has no cooldown.

Spacial Surfer

Spacial Surfer
Gain the Teleport ability, letting you instantly teleport anywhere within squadsight. You can use Teleport when in either stance.
  • Teleport does not end the turn when used and has a 3 turn cooldown. You can use Teleport when in either stance.

Sparkfire

Sparkfire
Special shot that sets the target on fire, dealing 2-4 damage per turn, and detonates carried explosives. Costs 3 ammo.
  • Take a special shot that sets the target on fire, dealing 2-4 damage per turn, and detonates carried explosives. Costs 3 ammo and has a 4 Turn(s) cooldown.

Sparkstriker

Sparkstriker
Fires a sparking blast from the arcthrower, dealing electrical damage and detonating carried explosives.
  • Has a 3 turn cooldown.

Spartan Training

Spartan Training
Grants 2/4/6 damage to shield attacks based on tier of equipped shield.

Spinning Reload

Spinning Reload
Reloading your weapon grants an Overwatch Action Point. Additionally, this ability allows the soldier to automatically reload during enemy turn using Overwatch Action Points.
  • Use Spinning Reload during your turns to gain a "free" Overwatch Action Point.
  • Alternatively, Spinning Reload will trigger automatically during enemy turns if the soldier runs out of ammo, and they still have at least one Overwatch Action Point remaining.
  • If at the start of your next turn the soldier still has at least one Overwatch Action Point, they will reload even if they still have some ammo remaining, just so the Overwatch Action Point doesn't go to waste.
  • If Overwatching with the reloaded weapon requires more than 1 action point, Pistol Overwatch will be used instead.

Squadsight

Squadsight
You can target enemies within squadmates' sight, provided there is line of sight to the target.
  • Squadsight is best augmented by high ground, allowing soldiers relatively clear sight lines and an additional aim bonus to offset Squadsight's aim penalty.
  • When using Squadsight, there is no limit on how far your targets can be, but an aim penalty accumulates with distance.
  • Overwatch shots do not use squadsight by default.

Stalker

Stalker
Gain +3 Mobility and +10 Aim while concealed.
  • The bonuses are lost immediately when you lose concealment.

Static Shock

Static Shock
Lightning crackles wildly and strikes a random foe. May chain to an additional target. Free Action.
  • Effective against robotic foes.
  • Has a 4 turn Cooldown.

Stasis Field

Stasis Field
Puts the Dragoon and all nearby units into stasis for one turn. Units in stasis cannot act and are immune to damage. Can be used once per mission.
  • Stasis Field affects both allied and enemy units.
  • Can be used once per mission.
  • Radius is 4 tiles.

Stasis Shell

Stasis Shell
Put yourself into Stasis until the start of your next turn. Can only be used in Defensive stance and only once every other turn. Costs 1 action and ends the soldier's turn when used.
  • Can be used once every other turn.
  • Stasis Shell will make the soldier completely untargetable, which for better or worse will force enemies to target your other squad members.
  • The soldier may still take damage from falls or find themselves standing in a fire when emerging from Stasis Shell, so be aware of potential dangerous positions.

Stationary Threat

Stationary Threat
Gain +1 damage to your primary weapon attacks for each turn that you do not move. Passive.
  • Gain +1 damage to your primary weapon for each turn that you do not move.
  • Effect bonus can stack up to 3 times.
  • Passive.

Stay On Target

Stay On Target
Removes the cooldown for the Lead The Target ability.
  • Removes the cooldown for the Lead The Target ability.

Steadfast

Steadfast
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
  • Passive

Steady Hands

Steady Hands
If you did not move last turn, gain +10 Aim and +10 Critical chance.
  • The Steady Hands bonus does not stack over multiple turns.
  • Steady Hands doubles down on the need to find a high sniper's nest with good sightlines.

Stealth Protocol

Stealth Protocol
Give a friendly unit concealment.
  • Stealth Protocol can be used on any soldier, so consider who you plan on using it on when selecting your squad.
  • Sometimes Stealth Protocol can be used to protect a soldier in a sticky situation, but it won't work on a soldier who is flanked by an enemy.
  • Using Stealth Protocol costs an action.
  • The effect is removed if the Dragoon dies or evacs.
  • Stealth Protocol has one charge per mission.

Sticky Bomb

Sticky Bomb
Attach a Sticky Bomb onto an enemy (does not alert the enemy). The next attack against that enemy is guaranteed to hit and it will detonate the bomb, dealing 5 damage and shredding 2 armor. 1 use(s) per mission.
  • Does not alert the enemy.
  • The next attack against that enemy is guaranteed to hit and it will detonate the bomb, dealing 5 damage and shredding 2 armor.
  • 1 use per mission.

Sticky Bomb Protocol

Sticky Bomb Protocol
Send the GREMLIN to attach a sticky bomb onto an enemy (does not alert the enemy). The sticky bomb will explode upon that enemy taking damage.
  • Shots against the mined target are guaranteed to hit.
  • Has 2 charges.

Stiletto

Stiletto
Shots fired with your primary weapon pierce 3 armor.

Stiletto (TJ)

Stiletto
Your weapon attacks pierce 2/3/4 additional points of armor.
  • Bonus increases with the weapon tier.

Stimulate

Stimulate
Once per turn, you may remove mental impairments from an adjacent ally.
  • Removes disorient, panic, and unconscious.

Sting

Sting
Fire a shot while in Shadow that holotargets for +10 Aim and ruptures for 1. Guaranteed to remain in Shadow.
  • Sting allows for the Reaper to attack in situations where they absolutely do not want to be revealed.
  • Sting has 2 charge(s) per mission, requires 1 ammo points, and has a 1 turn cooldown.

Sting Grenades

Sting Grenades
Your flashbang grenades have a 50% chance to stun enemies.
  • Your flashbang grenades have a 50% chance to stun enemies.
  • Enemies' innate flashbang resistance does not affect stun chance.
  • Bluescreen Bombs is not required to affect mechanical units.

Stop At Nothing

Stop At Nothing
Whenever you enter overwatch or use suppression, you gain +20 Defense until the start of your next turn.
  • Stop At Nothing will work with any activated ability that gives you reaction shots, including Fend Off.

Storm Fang

Storm Fang
Stab an adjacent foe with an electricaly charged blade. Inflicts Electroshock. Strong against robotic foes.
  • Has a 4 turn cooldown.
  • Hits robotic enemies twice.

Storm Force

Storm Force
Psionic lightning based attacks such as Volt do 40% more damage.
  • This ability grants 40% bonus damage to Volt, Ionic Storm and similar abilities.

Strafing Fire

Strafing Fire
Fire a shot that deals 50% less damage, but can be used for free after moving.
  • Can be used for free after moving.
  • Deals 50% less damage.

Street Sweeper

Street Sweeper
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover.
  • Medium-range, cone-based shotgun attack.
  • The spread pattern is blocked by heavy cover.
  • Uses one action and 2 ammo.
  • Street Sweeper has a 5 turn cooldown.
  • Does 3 bonus damage against unarmored targets within the spread pattern.
  • Cannot be used with non-shotgun weapons.
  • Allies can be injured by this attack.

Strike

Strike
Attack any enemy within movement range with a powerful melee attack.
  • You can trigger the Strike ability by placing the movement cursor over an enemy.
  • A SPARK can perform a "Dash" move, using both actions to move, and still trigger a Strike against an adjacent enemy.

Strike Out

Strike Out
The Strike ability no longer has a cooldown.

Stronghold Protocol

Stronghold Protocol
Command your GREMLIN to move to a designated area. It grants allies in that area a bonus to Defense until the start of the next player turn.
  • Stronghold Protocol, if used with your first action, will not end your turn.
  • Provides all of the same benefits as Aid Protocol to every ally in the designated area.
  • Has a 6 turn cooldown.

Stun

Stun
Fire your Arc Thrower to incapacitate a target.
  • The Arc Thrower is effective anywhere in the soldier's sight range, doing no damage but stunning targets for their next turn if it hits.
  • Improved versions can extend the duration of the stun effect.
  • Requires one action and ends the soldier's turn when fired.
  • Can use every other turn.
  • Ineffective against mechanized units without additional soldier training.

Stun Gunner

Stun Gunner
Your Arc Thrower now has a bonus to hit.
  • The bonus starts at +20 and increases with better Arc Thrower technology, to a maximum of +30.

Stun Strike

Stun Strike
Strike an enemy with Psionic force, stunning them. Costs 1 Focus.
  • Stun Strike has a 85% chance to hit, increased by 5% for each Focus level.
  • Stun Strike has a 100% chance to stun the target if successful.
  • Stun Strike does not end the Templar's turn.
  • Stun Strike has a 3 turn cooldown.
  • Stun Strike cannot be used against targets that take more space than 1 tile.

Sunomata

Sunomata
Build a castle in a turn. You gain a single point of armor, plus the Entrench ability. This ability replaces Hunker Down and allows you to remain in a hunkered down state until you move."

Supercharge

Supercharge
All GREMLIN abilities gain an additional charge.
  • GREMLIN abilities include Shield Protocol, Renewal Protocol, and Stealth Protocol.

Superheavy Ordnance

Superheavy Ordnance
The item in your grenade-only slow gains two bonus uses and your grenades gain 3 tiles extra range.
  • The item in your grenade-only slow gains two bonus uses and your grenades gain 3 tiles extra range.

Superior Aptitude

Superior Aptitude
Rend grants an additional focus point.

Supply Pack

Supply Pack
Gain Resupply Ammo, Bandage Throw and Supply Run.
  • Resupply Ammo: Throw a spare magazine to a target ally so they can reload their weapon for free.
  • Bandage Throw: Throw bandages to a target ally so they can heal over time and stop bleeding.
  • Supply Run: Using Resupply Ammo or Bandage Throw on an ally grants the soldier a Move-only action.

Supply Run

Supply Run
Using Resupply Ammo or Bandage Throw on an ally grants a Move-only action point.
  • The movement action point applies to the user of the ability, not the target.

Suppressing Fire

Suppressing Fire
Take a shot with your Rifle. If the target is still alive, suppress them. Has a 1 Turn(s) cooldown.
  • Suppressing Fire requires 3 ammo to use, but the shot consumes only 1.
  • Suppressing Fire has a 1 Turn(s) cooldown.

Suppressing Fire (Z)

Suppressing Fire (Z)
Provides suppressing fire, also includes the Suppression ability if the soldier does not already possess that ability.
  • Fire at the target, and suppress the target afterwards with sustained fire.

Suppression

Suppression
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression.
  • Suppression costs 2 ammo points to use, but has no cooldown.
  • Suppression will be canceled if the suppressing unit is damaged.
  • If multiple units suppress a target, the aim penalty will not stack.
  • May not be used if sniper rifle or shotgun-class weapons are equipped.
  • Suppression restricts many of the target's abilities, including the use of rockets and grenades. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression.

Surefire Shot

Surefire Shot
Fire a searing round that's sure to hit. Deals fire damage and inflicts burning.
  • Always hits, but cannot crit.
  • Cannot be dodged or deflected.
  • Weapon damage is converted to fire, so Surefire Shot cannot be used against fire immune foes.
  • Has 2 charges.

Surgical Precision

Surgical Precision
Reduces aim penalties from cover by half. Does not apply to reaction fire.
  • Reduces aim penalties from cover by half.
  • Does not apply to reaction fire.
  • Passive.

Surprise

Surprise
You deal +2 damage while concealed and +1 damage while flanking your target. Passive.
  • Surprise can provide a decisive advantage in an ambush by taking out a tough enemy in one shot.
  • The soldier with Surprise must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.

Survival Instinct

Survival Instinct
Gain 20 Defense and 20 Crit chance while injured.
  • The bonuses are lost if you are healed back to full health.

Survivor

Survivor
Ensures the first killing blow in a mission will not lead to instant death. Also reduces this soldier's wound recovery time.
  • Makes the first check for bleeding out each mission an automatic success.
  • Reduces the number of hit points a soldier must heal after being wounded in battle by 1.
  • Reduced wound recovery will not trigger if this soldier suffered killing wounds and is stabilized from bleeding out.

Sustain

Sustain
If the soldier takes enough damage to be killed, they are immediately put in Stasis for 1 turn and their health is only reduced to 1 HP. This can only happen once per mission. Reduce wound recovery times for this soldier by 2 HP.
  • Beware that a sustained soldier may retain damaging status effects like poison or burning after emerging from Stasis.
  • Wound reduction does not work if the soldier entered a bleeding out state during the mission.

Tactical Retreat

Tactical Retreat
Grants a movement only action after throwing a knife. This can happen once per turn.
  • Grants a movement only action after throwing a knife. This can happen once per turn.

Tactical Sense

Tactical Sense
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
  • Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense.
  • Units visible at squadsight ranges do not confer bonus.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Take Down

Take Down
A melee finisher that never misses and does not end your turn even when used with a dash move, but can only target damaged enemies on 3 or less HP. Can be used once per turn. 3 turn cooldown.
  • This attack always deals 5 damage. If the enemy has enough armor or other damage resistance, Take Down may not always result in a kill.
  • Take Down can be used once per turn, and can be used with a dash only if used as the first action.
  • Unlike Take Under, Take Down does not rely on a melee weapon. Human soldiers will use the stock of their gun, and certain aliens will throw a punch or slash with their claws.

Take Initiative

Take Initiative
After attacking an enemy with Pistol Whip, immediately trigger an additional dual melee reaction attack against every enemy in melee range, including the original target.
  • Each enemy can trigger one dual melee attack from Take Initiative or CQC Supremacy per turn.
  • This limit resets at the end of your turn and at the end of enemy turn.
  • These attacks count as reaction attacks and will have aim penalties.

Take Your Own Advice

Take Your Own Advice
Gain the same critical bonus from Advice when using it on an ally.
  • When activating advice, grants the same buff to the user.

Tandem HEAT Warheads

Tandem HEAT Warheads
Your grenades now pierce up to 2 point(s) of armor, shred 0 additional point(s) of armor, and do full damage to units to the maximum extent of their area of effect.
  • Grenades that do not innately shred any armor do not benefit from the additional shred. Damage increase does not apply to Environmental damage.

Tandem Warheads

Tandem Warheads
Your grenades, rockets and heavy weapons do full damage to the maximum extent of their area of effect.
  • Your grenades, rockets and heavy weapons do full damage to units to the maximum extent of their area of effect.
  • This doesn't apply to environmental damage.

Target Focus

Target Focus
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
  • Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
  • Unflankable enemies are ones that can't take cover, such as Drones, MECs and Berserkers.

Tear Down

Tear Down
As a free action, detonate an environmental explosive with a well placed shot.
  • Has a cooldown of 2 turns.
  • Note that unlike the Reaper's Remote Start, Tear Down doesn't boost the explosion's damage or range, but it also does not require any ammo.

Teleport

Teleport
Instantly teleport anywhere within squadsight.
  • Has a 4 turn cooldown.

Templar Fleche

Templar Fleche
Rend and Arc Wave deal +1 damage for every 4 tiles between your starting position and your target.
  • You can trigger the Fleche ability by placing the movement cursor over an enemy.
  • A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy.
  • Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position.

Templar Shield

Templar Shield
Use your shard gauntlets to generate a psionic shield and gain Shield HP and crit resistance that will last until the start of your next turn. Can be used with Momentum actions.
  • The Shield will grant 5/8/12 shield HP when used.
  • The Shield grants 20 crit resistance when active.

Terrorize

Terrorize
Adds a chance to panic enemies hit by Volt. Volt radius is increased by 1.
  • Volt can now panic the enemy.
  • The chance to panic is based on the Templar's Will stat + base chance of 75% versus the target's Will.

That's Close Enough

That's Close Enough
During enemy turns, fire your arc thrower at any visible enemy within 1 tile(s) that moves or fires. Shares cooldown with the arc thrower's Stun ability.
  • Will not trigger if soldier is concealed.
  • Only works on enemy turns.
  • This ability can trigger 1 time(s) per turn.

The Bigger They Are

The Bigger They Are
Grants +15 bonus aim against targets that cannot take cover.
  • Enemies include, but are not limited to: Chryssalids, MECs, and Berserkers.
  • Passive.

This One's Mine

This One's Mine
Mark a target, giving you +50 Crit chance and +50 Defense against it for 3 turns. This ability doesn't cost an action. Has a 3 turn cooldown.
  • Only you get the bonuses.
  • Consider using this ability against elite enemy units such as Custodians, Cobras, or Sectopods for its large bonus of 50 defense.
  • Our plasma weaponry will greatly benefit from the bonus critical hit chance due to their reliance on the critical damage.

Thousands To Go

Thousands To Go
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive.
  • Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action.
  • Does not activate when killing Lost.
  • Passive.

Threat Assessment

Threat Assessment
Aid Protocol grants the target a Covering Fire Overwatch shot.

Thunderdome

Thunderdome
Mark an area with a 6.7 Tile radius. Until the end of turn, killing enemies in that area refunds Action Points for you and your squad members.
  • Both the attacking soldier and the enemy unit must be inside the Thunderdome in order to receive the Action Point refund.
  • Allies can benefit from Action Point refund only once: True.
  • 6.7 Tile cast range.
  • 6 Turn cooldown.

Thunderous Roar

Thunderous Roar
Psychic. Strike the target with a bolt of lightning. Deals lightning damage and puts the target's psionic abilities on cooldown.
  • Uses a mental attack roll, but mental immunity will not protect against it.
  • This makes it very easy to hit robotic foes, which typically have extremely low will.
  • Has a 3 turn cooldown.

Time Shift

Time Shift
Transposition stuns enemies when swapping positions with them.

Tis But A Scratch

Tis But A Scratch
Reduces Wound Timers by 3 HP.
  • Tis But A Scratch - Reduces Wound Timers by 3 HP.

Titanic Blast

Titanic Blast
Fire a shot with your sawed-off shotgun that is guaranteed to hit, and will knockback the target.
  • Fire a shot with your sawed-off shotgun that is guaranteed to hit, and will knockback the target.
  • Only useable within 4 tiles of the target.

Total Combat

Total Combat
Throwing a grenade or using an item no longer ends the turn and grenades have no cooldown. In addition, you can throw grenades 2 tiles further and their radius is increased by 1. Grants a Grenade-only slot. Grants +5 aim and +1 mobility.
  • Total Combat adds even more flexibility to the Skirmisher's turns, allowing actions to be taken exactly when needed.
  • Removes the cooldown for grenades.
  • Grants both Bombard and Volatile Mix, hence it does not stack with either of them.

Toxic Protocol

Toxic Protocol
Send the GREMLIN to an enemy to spray poison at them, poisoning and dealing guaranteed damage. Requires line of sight to the target.
  • Has a 4 turn cooldown.

Tracking

Tracking
You detect nearby units even without line of sight.
  • Tracking allows the unit to detect units that are behind walls and other line-of-sight blockers.
  • Tracking detects enemies up to 14 tiles.
  • Detected units will appear as a visual outline.
  • Units will remain detected until the end of the player's turn. If they are outside Tracking's range at that point, they will count as no longer detected.

Tradecraft

Tradecraft
This soldier has significantly reduced infiltration times while on missions.

Trade Fire

Trade Fire
Until the start of next turn, fire at any enemy that takes a hostile action. Your shots do not have a reaction penalty. 3 turn cooldown.
  • Until the start of next turn, fire at any enemy that takes a hostile action.
  • Your shots do not have a reaction penalty.
  • Your shots are taken after the enemy's hostile action.
  • Ends your turn when used.
  • 3 turn cooldown.

Trained Sniper

Trained Sniper
Grants the Squadsight ability, but only when a sniper rifle is equipped as this soldier's primary weapon.
  • Any weapon from the sniper rifle category counts for this ability, such as the Auto-Sniper Rifle or the Strike Rifle, in addition to the standard Sniper Rifle.

Traverse Fire

Traverse Fire
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.

Trench Gun

Trench Gun
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown.
  • Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets.
  • Trench Gun has a 4 turn cooldown.
  • Requires 1 ammo.
  • Ability will not be available with other primary weapons.
  • The shot will not penetrate heavy cover, so this ability is best used in flanking situations.
  • Allies in the area of effect can take damage.

Trench Warfare

Trench Warfare
If you get at least one kill during your turn, automatically Hunker Down at the end of it.
  • If you get at least one kill during your turn, automatically Hunker Down at the end of it.
  • You will only Hunker Down if you would normally be able to.

Triage

Triage
Restores health to the user and surrounding allies. Removes Burning, Acid, and Poison.
  • Restores 8 health to the user and surrounding allies within 8 tiles.
  • Removes Burning, Acid, and Poison.
  • Has 1 charge.

Trick Shot

Trick Shot
A special dual pistol shot against a target in cover. Ignores cover bonuses and has +40% Crit Chance, but deals damage only from the mainhand weapon.
  • Requires dual pistols.
  • Can be activated only against enemies in Cover.
  • Ignores Defense bonuses from cover.
  • Deals damage only from the mainhand weapon.
  • This ability benefits from Hunter's Instinct and provides the same Crit Chance as an actual flanking shot would, but will not benefit from other flanking bonuses.
  • No cooldown.

Trigger Guard

Trigger Guard
Gain passive +20 Aim bonus to ALL melee attacks while dual wielding firearms. Pistol Whip no longer ends turn if the enemy is already within melee range.
  • Gain passive +20 Aim bonus to ALL melee attacks while dual wielding firearms. Pistol Whip no longer ends turn if the enemy is already within melee range.

Trojan

Trojan
Enemy units that are hacked take damage and lose their actions on the turn the hack effect ends.
  • Enemy units hacked by Haywire Protocol take 0 to 8 damage and lose their actions on the turn the hack effect ends.
  • Applies to units stunned or taken over by Haywire Protocol.
  • Damage calculated based on Hacking Stat vs. target's Hack Defense.

True Predator

True Predator
Decreases the per-shot aim penalty of Banish by 5 and decreases its cooldown by 1. Increases the range of Knife Encounters to 6. Death Dealer now doubles the critical damage bonus of your weapon against unflankable targets.

Unbalance

Unbalance
A succesful shot will cause the target to lose its balance. Target takes an additional 25% damage from all sources for the rest of the turn. Available in both stances. Does not end your turn. Costs 2 Ammo. 3 turn cooldown.
  • Target takes an additional 25% damage from all sources for the rest of the turn.
  • Does not end your turn.
  • Costs 2 Ammo and has a 3 turn cooldown.
  • Available in both stances
  • Unbalance is the only ranged ability that is available in Defensive stance.

Unlimited Power

Unlimited Power
Firing your arc thrower no longer ends your turn.
  • Works for all arc thrower abilities, including Chain Lightning.

Unload

Unload
Fire with your primary weapon until out of ammo or the target is dead. Shots cannot critically hit and each shot deals less damage than a standard shot.
  • Shots deal 50% less damage.
  • Has a 5 turn cooldown.

Unnerving Light

Unnerving Light
Holotargeting enemies also reduces will by -20.
  • Useful when combined with your psionic troopers, given will debuff makes their mental attacks more likely.
  • If you have the Multitargeting perk, it will apply on everyone caught in the area.

Untouchable

Untouchable
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
  • When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.

Unwavering Concentration

Unwavering Concentration
Concentrate on your next move. Defensive Stance: +15% Hit and Critical Chance and +2 Damage for Critical hits for 2 turns. Offensive Stance: +10% Hit and Critical Chance and +1 Damage for Crits. Activates Ebb and Flow. Removes Disorientation. 1 turn cooldown. Refresh the initial effect's duration if its already active.
  • If activated in Defensive Stance it grants +15% Hit and Critical Chance and +2 Damage for Crits for all abilities for 2 turns.
  • If activated in Offensive Stance it grants +10% Hit and Critical Chance and +1 Damage for Crits for all abilities for 2 turns.
  • Available in both the Offensive and Defensive Stance.
  • 1 turn cooldown.
  • Removes Disoriented status effect on activation.
  • Cannot be activated while burning.
  • Activates Ebb and Flow if the Warden has an Action Point left.
  • You can keep refreshing the initial effects duration. E.g. Activate in Defensive Stance to get 15% bonus Hit chance, next turn activate it in Offensive Stance to retain that 15% or vice versa.

Valley of Death

Valley of Death
Take a reaction shot against any enemy that moves or attacks within a cone of fire. Each attack can hit multiple targets.
  • There is no limit to the amount of Valley Of Death shots a soldier can take outside of ammo counts.
  • Each Valley Of Death shot damages multiple targets in a cone, making it extremely effective against swarming enemies.
  • Valley of Death has a 6 turn cooldown.

Ventilate

Ventilate
Fire a weapon blast that is guaranteed to hit and destroy the target's cover.
  • Always hits, but cannot crit.
  • Costs 3 ammo.
  • 4 turn cooldown.

Vigilance

Vigilance
Gain 1 focus whenever your squad activates an enemy pod of size 3 or more.
  • Adds 1 focus to the soldier when an enemy pod scampers.
  • Only triggers if the pod has at least 3 units in it.
  • If you are already at max focus, the focus gain is wasted.

Viscous Accelerant

Viscous Accelerant
Chemthrower attacks apply a stacking debuff that increases damage from all damage over time effects.
  • Chemthrower attacks apply a stacking debuff that increases damage from all 'damage over time' effects.
  • The effect lasts for 2 rounds.
  • The bonus damage is +1 per stack.

Vital Point Targeting

Vital Point Targeting
Attacks against your Holotargeted enemies deal more damage.
  • The Vital Point Targeting damage bonus is +1 for the basic Holotargeter, and increases to +2 with improved Holotargeting technology.
  • Damage bonus is applied to melee and direct (non-Area of Effect) projectile attacks.

Void Conduit

Void Conduit
Trap a humanoid in a Psionic prison, immobilizing them for multiple actions and transferring their health to the Templar. Costs 1 Focus. 3-turn cooldown.
  • Void Conduit will deal 1 damage initially, then drain 3 health per enemy action.
  • Void Conduit locks the target for 1 turn.
  • Targets trapped by Void Conduit cannot take actions or dodge, but can be targeted by other attacks.

Volatile Mix

Volatile Mix
Your grenades' area of effect is increased by one tile.
  • Your grenades do regular and environmental damage in the expanded area of effect, and apply any additional effects there as well.

Volt

Volt
A non-turn ending AOE attack that makes its targets easier to hit. Costs 1 Focus.
  • This ability costs 1 action, is non-turn ending, has no cooldown and costs 1 Focus.
  • Volt increases your squad's aim by +15 against the targets.

Voltaic Arc

Voltaic Arc
The GREMLIN shocks enemies if they move too close to the soldier. This attack chains to nearby enemies. Does not trigger on the unit's own turn.
  • Deals electrical damage that pierces armor.
  • Can only chain to units friendly to the targeted unit.
  • Deals less damage than Chaining Jolt.

Walk Fire

Walk Fire
Take a highly accurate shot with +30 bonus to hit 66% damage and -30 crit. Uses 2 ammo.
  • This is a special shot in which the soldier adjusts their aim in the middle of an automatic weapon burst, conferring +30 aim and -30 crit and doing 66% damage.
  • Consumes 2 ammo.

Warbringer

Warbringer
Grants +1 charge(s) to every grenade equipped and your grenades' area of effect is increased by 1.
  • This includes both launched and thrown grenades.
  • Grants +1 charge(s) to every grenade equipped.
  • Your grenades' area of effect is increased by 1.
  • Applies to the grenade slot as well as the standard utility slots, but not other slots.
  • Temporary grenades provided by other abilities do not get extra charges.

Warden's Advance

Warden's Advance
Attack any enemy within movement range with your secondary weapon. Activate Ebb and Flow and change Stance if you have an Action Point left.
  • A Warden can perform a Dash move, using both actions to move, and still trigger a melee attack against an adjacent enemy without ending one's turn.
  • The Warden will then activate Ebb and Flow and be able to move again.
  • As Wardens progress through the ranks they will have access to a variety of different abilities for the remaining Action Points.
  • This ability is available in both stances but can only be activated once per turn.
  • Cannot be activated while disoriented.

Warden's Tide

Warden's Tide
Push back all enemies around the Warden in a large area and stun them. Disorients if in Defensive Stance. Does 4-6 Damage ignoring cover and armor. Stuns for 1 Action Point. Has a 5 turn cooldown. Activates Ebb and Flow.
  • The Warden gathers all the psionic energy around the battlefield and releases to knock every enemy back, even if they are behind cover.
  • Ignores friendly targets.
  • Does not end your turn.
  • Does 4-6 Damage ignoring cover and armor.
  • Stuns for 1 Action Point. Disorients for 2 turns if in Defensive Stance. 5 turn cooldown.
  • Does no environmental damage.
  • This ability is available in both stances.
  • Activates Ebb and Flow.
  • Warden's Tide has great cover denial potential if you activate it in the middle of an enemy group.

Warning Shot

Warning Shot
Fire your primary weapon just over the target's head, causing them to panic. This attack deals no damage. Uses 2 ammo. 1 use(s) per mission.
  • Fire your primary weapon just over the target's head, causing them to panic. This attack deals no damage. Uses 2 ammo. 1 use(s) per mission.

Watch Them Run

Watch Them Run
After throwing or launching a grenade, you will automatically enter overwatch.
  • After throwing or launching a grenade, you will automatically enter overwatch.

Watchful Eye

Watchful Eye
Once per turn, you get a free overwatch shot when your This One's Mine target moves or attacks.
  • The free overwatch shot happens even if your This One's Mine target is only visible through squadsight.
  • Does not require Long Watch to utilize squadsight, only clear line of sight.

Watchful Eye (Holotarget)

Watchful Eye (Holotarget)
You get a free overwatch shot when any target you have holotargeted moves or attacks.
  • Only applies to targets the soldier has holotargeted themself.
  • Can activate once on each holotargeted foe per turn.

Weapons Master

Weapons Master
Negates the short range aim penalties of Sniper Rifles.
  • Negates the short range aim penalties of Sniper Rifles.

Whiplash

Whiplash
Attack an enemy with an electrical lash. This attack has a 4 turn cooldown.
  • Whiplash does extra damage to robotic enemies.
  • Whiplash requires one action and does not end your turn.
  • Whiplash has a 4 turn cooldown.

Whippit

Whippit
The first time you fire your Sawed-Off Shotgun each turn doesn't cost an action.
  • You can't fire the Sawed-Off Shotgun when out of actions.

Whirlwind

Whirlwind
If you hit with a melee attack during your turn, gain a bonus move.
  • A soldier can only gain one move per turn with this ability.

White Flame

White Flame
Uses 2 Charges. Summon a divine flame to heal units in a small area over time. Cleanses mental ailments, including unconscious. No effect on fire immune targets.
  • Has 2 charges.
  • Shares charges with Earth Heal.
  • The initial heal scales with psi offense.
  • Cleanses mental and psionic ailments, including unconscious.

Will To Survive

Will To Survive
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
  • Enemy damage is reduced by 1 when in cover and attacked through that cover.
  • Cover against explosives and other indirect attacks is calculated from the point of the explosion.
  • Armor piercing effects do not eliminate this bonus.
  • This unit also permanently gains 5 will.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Windcaller's Fury

Parkour
Melee attacks always cost 1 Action Point and do not end turn.
  • Melee attacks always cost 1 Action Point and do not end turn.

Windcaller's Legacy

Windcaller's Legacy
Melee attacks against targets on an adjacent tile cost 1 AP and do not end the turn. Attacking an enemy within blue move range grants a Move-only action. If using "Empty" secondary weapon, the Move action is granted for all melee attacks.
  • "Within blue move" means that player is literally able to see the blue border. If the blue border is not visible just before the attack is activated, then Windcaller's Legacy will not activate.

Winding

Winding
A twisting melee strike which deals critical damage and ensures that the target takes an additional +3 damage from all attacks in the future. Offensive Stance only and disables Warden's Advance during the same turn. Activates Ebb and Flow.
  • Winding deals guaranteed critical damage and applies Rupture if it hits.
  • Ruptured targets take 3 additional damage from every attack. Has a 4 turn cooldown.
  • Winding takes advantage of its own Rupture effect, it will always do +3 damage.
  • While Winding is a guaranteed Crit it is not a guaranteed Hit.
  • After activating Winding you cannot activate Warden's Advance during the same turn.
  • Activates Ebb and Flow.
  • Can only be activated in Offensive Stance.

Wraith

Wraith
This armor allows the unit to pass directly through obstacles.

Wrath

Wrath
Use the Grapple to pull yourself to an enemy and deliver a Ripjack strike.
  • Wrath adds extra mobility for the Skirmisher, and can be used while the Grapple is on cooldown.
  • The Ripjack strike is guaranteed to hit if the Grapple is successful.
  • An open space adjacent to the enemy is needed to use Wrath.
  • This ability costs 1 action, is non-turn ending and has a 3-turn cooldown.

Wrecking Ball

Wrecking Ball
While Overdrive is active, break through walls and cover when moving.
  • Wrecking Ball can be used to expose enemies to flanking shots.
  • Use movement waypoints to guide the SPARK on an optimal path for destroying cover and the environment.

You Got This

You Got This
Grant an Overwatch shot to a visible ally. Can be used once per turn and ends the user's turn when used.
  • You Got This can be used without breaking concealment.
  • The ally must be able to perform Overwatch shots in order to receive a benefit from You Got This.

Zero In

Zero In
When you miss an attack, you get +20 Aim on your next attack.
  • Zero In can help compensate for not being able to move to get a better shot while using Bullet Swarm. It makes it much more likely that at least one shot in a turn will hit.
  • Zero In doesn't apply to reaction shots.

Zone of Control

Zone of Control
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.

Pistol Perks


Clutch Shot

Clutch Shot
Once per mission, fire a pistol shot that cannot miss.
  • Once per mission, fire a pistol shot that cannot miss.

Faceoff

Faceoff
Fire once at every visible enemy with your pistol.
  • Faceoff is best augmented by an aggressive field position, granting a high chance to hit at multiple targets.
  • Faceoff cannot be used while in concealment
  • Faceoff has a 3 turn cooldown

Fan Fire

Fan Fire
Fire the pistol three times at the same target.
  • Each shot in Fan Fire rolls a separate chance to hit.
  • Fan Fire can deal a devastating amount of damage if every shot hits.
  • Fan Fire has a 3 turn cooldown.

Gunslinger

Gunslinger
Take a reaction shot that is guaranteed to hit and crit with your pistol against any enemy that moves or attacks within 7 tiles.
  • There is no limit to the amount of shots a soldier can take.
  • Range is 7 tiles.
  • Gunslinger has a 3 turn cooldown.
  • Cannot be used from concealment.

Lightning Hands

Lightning Hands
Fire your pistol at a target. This attack does not cost an action.
  • Lightning Hands can combo well with two-action abilities, as it does not prevent their use in the same turn.
  • Lightning Hands has a 3 turn cooldown.

Quickdraw

Quickdraw
Firing your pistol with your first action no longer ends your turn and negate pistol weight.
  • Quickdraw allows the soldier to spread their fire around to different targets in the same turn.
  • Quickdraw negates the weight allowing the soldier to carry a pistol without any reduction to mobility. Note this bonus does not apply to the soldier's base stats and will only apply during the mission meaning it will not show up when viewing from the loadout menu

Return Fire

Magnum
All pistol shots have no long range penalty.
  • Applies to any ability that makes use of pistols.

Officer Perks

These perks are only available to Officers.


Air Controller

Air Controller
The Skyranger will arrive 2 turns sooner during evacuations.
  • The officer is skilled at directing allied air assets, allowing the Skyranger to arrive 2 turns sooner after evac flare is deployed.
  • Note that there is a minimum time that the Skyranger will take to arrive regardless of any bonuses.

Rank: Colonel (6)


Collector

Collector
Any kills of a non-human enemy by the squad have a 33% chance to grant 1 intel point as long as the Officer is healthy.
  • Any kills of a non-human enemy by the squad have a 33% chance to grant 1 intel point as long as the Officer is healthy.

Rank: Major (4)


Combined Arms

Combined Arms
All allies within Command Range of the Officer do +1 damage with all successful attacks.
  • All allies within Command Range of the Officer do +1 damage with all successful attacks.
  • Command Range increases with each new Officer level.

Rank: Field Commander (7)


Command

Command
End your turn to grant a bonus action to any visible member of the squad. The number of charges is dependent on the officer's rank.
  • Requires one action and ends your turn.
  • Second and first lieutenants have one charge of the ability; captains and majors have two charges; lieutenant and full colonels have three charges, and field commanders have four charges.
  • Cannot be used on units on overwatch or suppressing another target.

Rank: Second Lieutenant (1)


Commissar

Commissar
Pistol shots against allies who have been mind-controlled by enemies have +50 to hit, cannot be dodged, and automatically kill the target if a hit occurs.
  • Pistol shots against allies who have been mind-controlled by enemies have +50 to hit, cannot be dodged, and automatically kill the target if a hit occurs.

Rank: Second Lieutenant (1)


Defilade

Defilade
Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover.
  • Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover.
  • Command Range increases with each new Officer level.

Rank: Lieutenant Colonel (5)


Fire Discipline

Fire Discipline
All allies within Command Range of the Officer gain +10% to hit on reaction fire.
  • All allies within Command Range of the Officer gain +10% to hit on reaction fire.
  • Command Range increases with each new Officer level.

Rank: Lieutenant Colonel (5)


Focus Fire

Focus Fire
Spend an action to pinpoint a target and grant your squad cumulative Aim bonuses and 1 Armor Piercing on attacks against that target for the rest of the turn.
  • Spend an action to pinpoint a target and grant your squad cumulative aim bonuses and 1 armor piercing on attacks against that target for the rest of the turn.
  • Each successive direct weapon attack against the target in the same turn grants an additional +5 aim bonus.
  • 3-turn cooldown.

Rank: Second Lieutenant (1)


Get Some

Get Some
Twice per mission, spend an action to grant all allies within Command Range a +20 bonus to Critical Hit chances for the remainder of the turn.
  • Spend an action to grant all friendly units within Command Range a +20 bonus to Critical Hit chances for the remainder of the turn.
  • Usable twice per mission.
  • Command Range increases with each new Officer level.

Rank: First Lieutenant (2)


Incoming!

Incoming!
Activate this ability to grant everyone within command range four points of damage resistance against explosive attacks through the end of the next alien turn.
  • Activate this ability to grant all allies in command range four points of damage resistance against explosive attacks through the end of the next alien turn.
  • Requires no actions.
  • Five-turn cooldown.
  • Command Range increases with each new officer level.
  • Does not apply to panicked soldiers or units suppressing other targets.

Rank: First Lieutenant (2)


Infiltrator

Infiltrator
The officer's squad will infiltrate enemy targets more quickly.
  • The squad of an officer with this perk will be significantly stealthier than it otherwise would be and will have reduced infiltration times.

Rank: Colonel (6)


Intervention

Intervention
Activate this ability to spend 10 intel and gain two turns on the current mission timer. The number of charges is dependent on the officer's rank.
  • Activate this ability to spend 10 intel and gain two turns on the current mission timer.
  • Requires one action.
  • The number of charges is dependent on the officer's rank.
  • Will do nothing if there is no mission timer.
  • Intel cost can be influenced by events; the ability will not fire if XCOM has fewer than 10 intel.

Rank: Second Lieutenant (1)


Jammer

Jammer
Once per battle, delay the arrival of incoming enemy reinforcements by one turn.
  • Activate this ability to cause incoming enemy reinforcements to be delayed by one turn.
  • If no reinforcements are reported as inbound, it will instead delay future reinforcements.

Rank: Captain (3)


Lead By Example

Lead By Example
The Officer improves the Aim, Will and Hack of soldiers within Command Range by half the difference between soldier and Officer.
  • If the Officer's Aim, Will and/or Hack scores are higher than any soldier within Command Range, the soldier gains bonuses to those scores equal to half the difference between the Officer and the soldier.
  • Command Range increases with each new Officer level.

Rank: Major (4)


Leadership

Leadership
This officer provides bonuses to will, dodge and infiltration to soldiers who have previously served under his or her command. These bonuses scale up the more missions they go on together.
  • This officer provides bonuses to will, dodge and infiltration to soldiers who have previously served under his or her command. These bonuses scale up the more missions they go on together.

Rank: Second Lieutenant (1)


Oscar Mike

Oscar Mike
Spend an action to give all allies within Command Range +5 Mobility for the remainder of the turn. Usable once per mission.
  • Spend an action to give all allies within Command Range +3 Mobility for the remainder of the turn.
  • Usable once per mission.
  • Command Range increases with each new Officer level.

Rank: Second Lieutenant (1)


Scavenger

Scavenger
Mission rewards of supplies, Alien Alloys and Elerium increased by 30% after successful missions. Squad members have a chance of collecting extra Alien Alloys and Elerium from aliens.
  • If the Officer survives the mission and is conscious, mission rewards of supplies, Alien Alloys and Elerium are increased by 30 percent.
  • Squad may recover Alien Alloys and Elerium from dead aliens.

Rank: Field Commander (7)


Trial By Fire

Trial By Fire
Any soldiers below the rank of sergeant will be automatically promoted after a successful mission with this officer.
  • This bonus only applies if the commanding officer has this perk, and it does not grant bonuses to other officers on the mission.

Rank: Captain (3)


You'll Need This

You'll Need This
Pass a spare pistol to a civilian ally.
  • Anytime you equip a pistol (of any technology level), you carry a spare conventional pistol that you can hand to any adjacent civilian ally who does not already have a pistol.
  • The spare pistol does not impose a weight penalty on this soldier, but the ally will incur a one-mobility penalty when receiving the sidearm.
  • Note: This ability will not appear in your Tactical ability icons unless you can use it.

Rank: Second Lieutenant (1)


Psionic Perks

Bastion

Bastion
Fortress now provides immunity to nearby teammates.
  • Bastion has a 4 tile radius.
  • Moving next to afflicted allies will immediately cleanse their negative physical status effects.

Available for: Psi Operative (Warlock), Templar (XCOM Tier 3)


Domination

Domination
Permanently mind control an enemy. Only one successful Domination can be performed per mission.
  • Domination requires a contest of the Psi Operative's Psi Strength stat versus the Will of the target.
  • If an attempted Domination fails, there is a 4 turn cooldown before another Domination can be attempted.
  • If the Psi Operative dies or leaves the battlefield, the Domination is broken.

Available for: Psi Operative (Master)


Fortress

Fortress
The soldier is immune to fire, poison, acid, and explosive damage.
  • A soldier with the Fortress ability can walk through fire, poison and acid with no ill effects.

Available for: Psi Operative (Mystic), Templar (Mystic)


Fuse

Fuse
If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.
  • This ability costs 1 action, is non-turn ending and has no cooldown.

Available for: Psi Operative (Disciple)


Insanity

Insanity
Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target.
  • Insanity has a 1 turn cooldown.
  • Insanity requires a contest between the Psi Operative's Psi Strength stat, and the target's will.
  • Insanity can disorient, panic, or mind control the target if it succeeds.
  • There is about a 10%, 85%, 5% chance to trigger the respective effects (Very approximate chances)
  • Mechanical enemies are completely immune to Insanity.
  • Insanity requires one action and does not end your turn.

Available for: Psi Operative (Acolyte)


Mind Merge

Mind Merge
Grants bonus will, critical chance and ablative hit points to an ally until the beginning of the player's next turn.
  • Grants the targeted ally 1 ablative (shield) hit point, plus another one per 20 psi offense score of the Psi Operative using Mind Merge.
  • Grants the targeted ally 1 will per 5 psi offense score of the Psi Operative.
  • Also grants the ally +1 critical chance per 5 psi offense score of the Psi Operative.
  • Effect lasts until the Psi Operative's next turn.
  • Mind Merge has a 4 turn cooldown.
  • Mind Merge requires one action and does not end your turn.
  • Only visible allies may be targeted.
  • Improved Psi Amps grant additional bonuses to these effects.
  • If the Psi Operative is employed as Haven Adviser Mind Merge will reduce the chance of recruiting Faceless rebels by 40% (stacking cumulatively with other similar abilities).

Available for: Psi Operative (Acolyte)


Null Lance

Null Lance
Project a beam of terrible power that damages every target it passes through. This attack can penetrate multiple enemies and obstacles.
  • Null Lance has a 4 turn cooldown.
  • Null Lance ignores armor.
  • Null Lance damage can be increased by improving the Psi Operative's Psi Amp.

Available for: Psi Operative (Magus)


Null Ward

Null Ward
project psionic shields around the soldier and nearby allies. The shields will collapse if this soldier is killed.
  • Project psionic shields around the soldier and nearby allies. The shields will collapse if this soldier is killed.
  • Null Ward grants 3 ablative hit points.
  • Improved Psi Amps grant additional bonuses to ablative hit points.
  • Null Ward requires one action and does not end your turn.
  • Null Ward has a 5 turn cooldown.
  • Null Ward has a radius of 8 tiles.
  • The ablative hit points granted by Null Ward persist for the next 3 enemy turns

Available for: Psi Operative (Warlock)


Phase Walk

Phase Walk
Temporarily phase out of existence to teleport to a nearby location.
  • Temporarily phase out of existence to teleport to a nearby location.
  • The targeted tile must be visible (works with squadsight).
  • Phase Walk requires one action and does not end your turn.
  • Phase Walk has a 2 turn cooldown.
  • Phase Walk has a radius of 17 tiles.
  • Moving with Phase Walk can trigger reaction attacks if entering within range except for overwatch which will not trigger at all.

Available for: Psi Operative (Disciple)


Quick Study

Quick Study
Learn officer abilities in half the time.

Available for: Psi Operative (Initiate)


Solace

Solace
The Psi Operative may immediately extinguish mental impairments for a squadmate.
  • Solace cleanses disorientation, mind control, panic and stun effects.
  • Solace requires one action and does not end your turn.
  • Solace has a 3 turn cooldown.

Available for: Psi Operative (Adept)


Soul Steal

Soul Steal
Soulfire transfers the damage done back to the Psi Operative as health and grants an ablative HP for 3 turns.
  • Soul Steal will replenish lost health for a wounded operative and provide 3/4/6 ablative hit point for 3 turns.
  • An operative may increase to no more than 15 ablative HP when using Soul Steal.

Available for: Psi Operative (Adept)


Soul Storm

Soul Storm
Summon meteors of psionic energy to deal damage to enemies inside a target area, and destroy their cover.
  • Summon meteors of psionic energy to deal damage to enemies inside a target area, and destroy their cover.
  • Soul Storm area of effect is centered on the user.
  • Cannot destroy floors or ceilings.
  • Soul Storm has a 5 turn cooldown.
  • Soul Storm has a radius of 5 tiles.

Available for: Psi Operative (Magus)


Soulfire

Soulfire
Does guaranteed Psionic damage to an organic enemy. Ignores cover, armor and shield HP.
  • Soulfire has a 3 turn cooldown.
  • The damage done by the Soulfire ability can be increased by upgrading the Psi Operative's Psi Amp.
  • Robotic and mechanical enemies are completely immune to Soulfire.

Available for: Psi Operative (Initiate)


Stasis

Stasis
Completely stuns the target for 1 turn, but renders them immune to any damage or attack.
  • Stasis has a 5 turn cooldown.
  • Stasis cannot target units larger than 1 tile such as sectopods.
  • As Stasis completely removes an enemy unit from combat for a turn, it can be used defensively to protect vulnerable soldiers, or it can be used offensively to set up a coordinated attack.

Notes: Stasis Shield is automatically included, being able to cast Stasis on allies.

Available for: Psi Operative (Mystic)


Void Rift

Void Rift
Generate an explosive field of Psionic energy that immediately damages everything within. Organic enemies have a chance to suffer Insanity.
  • Generate an explosive field of Psionic energy that immediately damages everything within. Organic enemies have a chance to suffer Insanity.
  • Void Rift ruptures targets for 1. Rupture amount increases with better Psi Amp technology.
  • Void Rift ignores armor.
  • Void Rift has a 5 turn cooldown.

Available for: Psi Operative (Master)

Equipment Perks

Blood Thirst (XCOM)

Blood Thirst (XCOM)
Every time you attack with your melee weapon, get a stackable +1 damage boost to your melee attacks. Lasts 5 turns.
  • Making any attack will provide a stack regardless of whether it hits.
  • Ideal with reaper, being able to not only execute several enemies but performing several attacks will grant several stacks for providing a large damage boost and also mitigating the damage penalty of reaper to create larger chains.

Available for: Katana


Combat Rush

Combat Rush
When you kill an enemy, allies within seven tiles receive +10 aim, +10 critical chance and +1 mobility for 2 turns. 5 turn cooldown.

Available for: Combat Rush PCS


Depth Perception

Depth Perception
Gain 5 aim and reduce enemies' dodge by 25 when at a higher elevation than your target.

Available for: Depth Perception PCS


Emergency Life Support

Emergency Life Support
This implant drastically increases the threshold of overkill damage needed to bypass bleedout, making it less likely that your soldier dies when fatally shot. Bleedout timer is extended by 2 turns.

Available for: Emergency Life Support PCS


Fatality

Fatality
Gain +100 aim and crit against units at 50% hp or lower with your weapon

Available for: Darkclaw


Grapple

Grapple
Deploy a grappling hook to move quickly to an elevated position. 5 Turn Cooldown

Available for: Spider Suit, Wraith Suit


Hyper-Reactive Pupils

Hyper-Reactive Pupils
Gain +15 aim for your next shot with your primary weapon after a miss.
  • Bonus applies until the next time you hit a target or the mission ends.
  • Area-of-Effect-based shots do not induce the bonus.

Available for: Hyper-Reactive Pupils PCS


Iron Skin

Iron Skin
Incoming melee damage is reduced by 3.

Available for: Iron Skin PCS


Mark for Death

Mark for Death
Mark a target for death, granting your shots against that unit to be refunded. Effect Lasts till XCOM's next turn.
  • Marking a target reveals the soldier and ends their turn.
  • Marking a target refunds the soldier's actions when firing a standard shot or snap shot, allowing to deal heavy damage against a single target. Ideal for taking out durable enemies.
  • This bonus applies to the marker, it does not apply for allies.

Available for: Darklance


Overbearing Superiority

Overbearing Superiority
Whenever you get a critical hit with your primary weapon, your actions are refunded. Also grants +20 crit chance.
  • Whenever you get a critical hit with your primary weapon, your actions are refunded.
  • This does not work for multi-shot abilities.

Available for: Disruptor Rifle


Shieldwall

Shieldwall
Provide high cover to squadmates wherever you stand. Moving or attacking will cancel the effect. Grants 30 defense and 5 armor on the turn it is employed.

Available for: WAR Suit


Smart Macrophages

Smart Macrophages
Reduces wound recovery time by 1 HP and grants immunity to acid and poison.

Available for: Smart Macrophages PCS


Vampirism

Vampirism
Dealing damage with this weapon heals you for the same amount.

Available for: Arashi


Wraith

Wraith
Activate dimensional shift and pass freely through obstacles for 2 turns. Free Action, 2 Charges

Available for: Spider Suit, Wraith Suit

Soldier Perks

These are basic perks all soldiers can use when applicable.

Get Up

Get Up
Revive an unconscious soldier and disorient them for 2 turns. Requires 2 actions.

Stock Strike

Stock Strike
Strike a Mind Controlled Soldier with a butt of your weapon, stunning the target for 1 turn and dealing 30% of their max hp as damage.

Enemy Perks

General Perks

Environmental Immunities

Environmental Immunities
Immune to most environmental effects.
  • Immune to fire, poison and acid but not frozen

Available for: Codex, Andromedon


Fire Immunity

Fire Immunity
Immune to fire damage and burning

Available for: Gatekeeper, ADVENT Purifier


Flashbang Resistance

Flashbang Resistance
Have a chance to resist the effects of flashbangs.
  • This does not allow the unit to resist sting grenade's effect
  • Muton Centurion has 20% resist, Sectoid Commanders/Great Archon has 33% resist, General (T1) has 50% resist, Muton elite has 67% resist, Gatekeeper/General (T2) has 75% resist. Rulers guaranteed resist

Available for: Muton Centurion/Muton Elite, Sectoid Commander, Great Archon, ADVENT General, Gatekeeper, Viper King, Berserker Queen, Archon King,


Mechanical Chasis

Mechanical Chasis
The mechanical frame grants immunity to fire and poison.

Available for: ADVENT Drone, ADVENT MEC, ADVENT MEC Archer, ADVENT Turret, Sectopod, Spectre


Mind Control

Mind Control
Seize control of the target's mind, forcing them to attack their own allies that lasts for 3 turns. 5-turn cooldown.

Available for: ADVENT Priest, The Warlock, Avatar


Poison Immunity

Poison Immunity
Immune to poison

Available for: Chryssalid, Viper, Sidewinder, Naja


Vault

Vault
Allows leaping up to higher elevations without the need to climb.

Available for: Icarus Armor, SPARK, ADVENT MEC, ADVENT MEC Archer, Chryssalid, Faceless

Advent Perks

Advent Acid Grenade

Advent Acid Grenade
Launch an acid grenade that deals acid damage, inflicts acid, inflicts rupture and leaves a pool of acid that lasts 2 turns.

Available for: ADVENT Engineer


Advent Flashbang

Advent Flashbang
Launch a flashbang grenade that disorients enemies for 1 turn.

Available for: ADVENT Grenadier


Advent Incendiary Grenade

Advent Incendiary Grenade
Launches an incendiary grenade dealing fire damage and burning the target.

Available for: ADVENT Heavy Grenadier


Advent Rocket

Advent Rocket
Launch a small rocket that does not scatter to deal explosives damage and high environmental damage.

Available for: ADVENT Rocketeteer


Drone Repair

Drone Repair
Repair a friendly mechanical unit. 1-turn cooldown.
  • This ability costs 1 action, is non-turn ending and has a 1-turn cooldown.
  • The drone repairs for 3/5 hp based on the unit tier.

Available for: ADVENT Drone


Drone Shock

Drone Shock
Inflict an electrical shock that deals minimal damage and disorients the target for 1 turn.

Available for: ADVENT Drone


Energy Shield

Energy Shield
Grants self and all allies within 10 tiles an energy shield granting Shield HP. Lasts 3 turns.
  • This ability generates 3/5 Shield HP based on the unit tier. Can be used once per mission

Available for: ADVENT Shieldbearer


Flamethrower

Flamethrower
Fire the flamethrower in a short wide cone that is guaranteed to hit and burn the targets.
  • The flamethrower shoots an outward clone expanding up to 5 tiles wide and 7 tiles long.

Available for: ADVENT Purifier


Guardian

Guardian
After a successful overwatch shot, there is a 50% chance to gain a bonus overwatch shot.
  • This ability can grant bonus overwatch shots and continue to fire as long as shots land and there is still ammo remaining.
  • This ability does not allow to fire at the same target with additional shots.

Available for: Advent Guardian


High Stance

High Stance
Extend the legs to heighten the sectopod into a high stance, granting them high ground bonuses to lower targets.
  • This ability is a free action and has no cooldown.

Available for: Sectopod


Holy Warrior

Holy Warrior
Perform a mind merge with another unit to grant bonus aim, crit chance, mobility and shield HP. This effect remains as long as either of the unit lives.
  • The merged unit gains 15/20/25 aim, 15/20/25 crit chance, 2/4/6 mobility and 3/6/9 Shield HP based on the priest's tier.
  • This ability costs 1 action, is non-turn ending and has a 1 turn cooldown.

Available for: ADVENT Priest


Lightning Field

Lightning Field
Discharges an electric field to deal electric damage to all nearby enemies. 2-turn cooldown.
  • This ability costs 1 action, is non-turn ending and has a 2-turn cooldown.

Available for: Sectopod


Mark Target

Mark Target
Mark a target that grants 10 aim to allies attacks' against the target that lasts 2 turns. 2-turn cooldown.
  • This Ability costs 1 action, is non-turn ending and has a 2-turn cooldown.
  • The effect can also be removed by killing the marker.

Available for: ADVENT Officer, ADVENT General


Micro Missiles

Micro Missiles
Target an area with an explosive missile attack to deal explosive damage and deals low environmental damage.

Available for: ADVENT MEC, ADVENT MEC Archer


Mindshield

Mindshield
Become immune to all negative mental effects
  • This effect cannot be disabled.

Available for: Advanced Priest


Priest Solace

Priest Solace
Grants self and allies within 4 tiles immunity to negative mental effects.
  • This effect cannot be disabled.

Available for: Elite Priest


Priest Sustain

Priest Sustain
Enter stasis when you would receive lethal damage and prevents HP from going below 1 HP. The chance to enter stasis is reduced based on overkill damage taken.
  • This ability can occur once per mission
  • The chance is reduced by 25%/17%/10% per point of overkill damage taken.
  • To guarantee prevent the priest entering stasis, you must deal 4/6/10 overkill damage.

Available for: ADVENT Priest


Stun Lance

Stun Lance
Perform a dashing move to enter melee range and attack the target with the stun lance that has a chance to inflict a negative mental effect.
  • The severity of the effect is based on the target's will. The higher the will, the less severe the effect.
  • This ability can inflict disorient, stun or unconscious.

Available for: ADVENT Stun Lancer


Stunner

Stunner
Stun an adjacent unit for 2 turns. 3-turn Cooldown.
  • This ability has +30 aim to hit.

Available for: ADVENT Drone


Wrath Cannon

Wrath Cannon
Charge a devatating attack that deals massive damage and environmental damage in a straight line. It takes one turn to prepare and will fire off at the start of the next turn. 3-turn cooldown.
  • This ability costs 1 action, is non-turn ending and has a 3-turn cooldown.

Available for: Sectopod

Alien Perks

Acid Bomb

Acid Bomb
Launch a stream of caustic acid to an area, dealing acid damage, inflicting acid and leaving a pool of acid that lasts 2-turns. 3-turn cooldown.
  • This ability is not disabled through disorientation

Available for: Andromedon


Acid Trail

Acid Trail
The Andromedon Battlesuit leaks acid and leaves a pool wherever they move.
  • The acid pool inflicts acid to any unit that walks through it.
  • The acid pool lasts for two turns.

Available for: Andromedon Battlesuit


Avatar Regeneration

Avatar Regeneration
Regenerate up to 5 HP at the start of the turn.
  • This ability has no limit and will regenerate as long as they are alive.

Available for: Avatar


Battle Frenzy

Battle Frenzy
When damaged, chance to enter frenzy granting an additional action at the start of the turn and lasts 2 turns.
  • This ability has a 75% chance to trigger whenever damaged

Available for: Archon


Bayonet

Bayonet
Strike at a target in melee range with a chance to inflict a negative mental effect. 3-turn cooldown
  • This ability can inflict disorient, stun or unconscious
  • This ability cannot be used when burning.

Available for: Muton


Bayonet Charge

Bayonet Charge
Dash to a target within movement range and deliver a melee attack with a chance to inflict a negative mental effect. 3-turn cooldown.
  • This ability has a 3-turn cooldown and shares cooldown with Bayonet
  • Using this ability inflicts a 10 defense penalty to self
  • This ability can inflict disorient, stun or unconscious

Available for: Muton Centurion/Muton Elite


Beastmaster

Beastmaster
Become immune to taking any damage from berserkers.
  • You are immune to damage from any berserkers but not immune to their ability to inflict a negative mental effect

Available for: Muton Centurion/Muton Elite


Bind and Crush

Bind and Crush
Bind and crush an adjacent humanoid target. 1-turn cooldown
  • This ability binds the target preventing either the target or the viper from acting in their turn while receiving damage at the start of the Viper's turn This can be cancelled by dealing damage to the viper or inflicting any form of disabling ability such as disorientation.
  • Bind initially deals 1 damage and continues dealing damage if the target remainds bound. The damage doubles after being bound for more than 1-turn and continues doubling for each turn bound. If the target is armored, the damage is reduced by 1 additional point on top of their armor
  • This ability cannot bind targets diagonally.

Available for: Viper


Blazing Pinions

Blazing Pinions
Fly in the air and mark all enemies within an area where explosive shells will land dealing damage and high environmental damage in the next turn.
  • This ability has a 3-turn cooldown.
  • The targeting area is a 5-tile radius circle that can target up to 16 tiles away, can target up to 4 enemies and the impact area of the explosives is a 2.5 tile radius

Available for: Archon


Burrow

Burrow
Burrow underground, becoming invisible and waiting for an enemy to approach nearby before emerging and striking at the target
  • The chryssalid will attack an enemy when entering within 10 tiles even when concealed or in shadow.

Available for: Chryssalid


Chryssalid Poison

Chryssalid Poison
Poison that continuously deals damage every turn and never fades. If the target dies while poisoned, a cocoon will spawn that periodically creates weaker chryssalids up to three times.
  • The damage the poison deals depend on the unit tier.
  • The poison can be cleared using a medkit or damage prevented if immune to poison. It can not be prevented from applying.if only equipped with a medkit.
  • The cocoon that spawns has 16/20/36/40 HP based on difficulty

Available for: Chryssalid


Chryssalid Slash

Chryssalid Slash
Dash to a target within movement range and slash at them, inflicting Chryssalid Poison

Available for: Chryssalid


Clone

Clone
When damaged, split and create another codex then teleport to a random location
  • When damaged, splits into another codex splitting the HP in half between the two.
  • The codex will teleport to a random location within 6 - 18 tiles from their original location

Available for: Codex


Consume

Consume
Strike at a target in melee range dealing psionic damage, steals HP from a biological target and reanimating any humanoid targets killed.
  • This ability restores HP equal to 1.5 times the damage dealt.

Available for: Gatekeeper


Counterattack

Counterattack
You may parry melee attacks and counterattack
  • Parry against any melee attacks that graze, preventing any damage from being taken and striking back at the target
  • Gain +66 dodge against melee attacks

Available for: Muton


Devastating Blow

Devastating Blow
Strike an adjacanet target with a chance to inflict a negative mental effect
  • This ability can inflict disorient, stun or unconscious

Available for: Berserker


Dimensional Rift

Dimensional Rift
Open a large rift that deals psionic damage to all units within the area and deals another instance of damage to all units that remain in the area with a chance to stun or disorient them in the next turn.
  • This ability has a 6 tile radius, can cast up to 16 tiles away and deals 30 environmental damage
  • This ability costs 1-action, is non-turn ending and has a 4-turn cooldown.
  • This ability ignores armor.

Available for: Avatar


Fist Strike

Fist Strike
Strike at an adjacent target dealing great damage, knockbacks the target and dealing great environmental damage to its surroundings
  • The strike, while devastating, is fairly inaccurate due to the bulkiness of the suit suffering a -15 aim penalty.
  • The strike destructs the environment within 2.5 tiles of the attack.

Available for: Andromedon


Gateway

Gateway
Open a large psionic rift dealing psionic damage to all units within range. Any humanoids killed or corpses caught in the area is reanimated into psi zombies. 3-turn cooldown
  • This ability has a 7-tile radius and can be fired up to 13 tiles away
  • Each corpse can only be raised once.
  • Damage ignores all armor.

Available for: Gatekeeper


Horror

Horror
Shoot out tentacles that seek and bind a humanoid target, dealing psionic damage and healing the spectre. 2-turn cooldown
  • The spectre is healed equal to the amount of damage dealt.
  • Horror deals 3/5 damage based on the unit tier.

Available for: Spectre


Mass Mindspin

Mass Mindspin
Launch a mental psionic attack against all enemeis within a cone, inflicting a negative mental effect. 3-turn cooldown.
  • This ability can inflict disorient, panic or mind control
  • The area of effect is 9-tiles long and extends to 10-tiles wide

Available for: Sectoid Commander


Mass Reanimation

Mass Reanimation
Reanimate all humanoid corpses in a large area into zombies. 3-turn cooldown.
  • This ability can be used anywhere within line of sight and targets in a 13-tile radius area
  • Each corpse can only be raised once.

Available for: Sectoid Commander


Mindspin

Mindspin
Launch a mental psionic attack, inflicting a negative mental effect. 3-turn cooldown.
  • This ability can inflict disorient, panic or mind control

Available for: Sectoid


Melee Attack

Melee Attack
Strike at an adjacent target

Available for: Archon


Melee Vulnerability

Melee Vulnerability
The sectoid's fragile frame makes it more vulnerable to melee attacks, taking an additional 3 damage.

Available for: Sectoid


Mental Fortress

Mental Fortress
Become immune to negative mental effects
  • This ability can't be disabled.

Available for: Avatar


Open/Close State

Open/Close State
Switch between an open and closed state granting different bonuses.
  • This ability is a free action and has no cooldown
  • The open state allows the gatekeeper to use powerful psionic abilities
  • The closed state grants 3 armor, 25 defense, and 33% damage reduction

Available for: Gatekeeper


Personal Shield

Personal Shield
Generate a shield granting 5 shield HP that lasts 5-turns. 5-turn cooldown.
  • This ability costs 1-action, is non-turn ending and has a 5-turn cooldown.

Available for: Muton Elite


Poison Spit

Poison Spit
Spit a deadly poison, that poisons any targets within the area and leaves a poison cloud that lasts 3-turns.
  • This ability costs 1-action, is non-turn ending and is usable once per mission
  • This ability has a range of 12 tiles and hits in a 4 tile radius.

Available for: Viper, Naja, Sidewinder


Psionic Bomb

Psionic Bomb
Open a small psionic rift that disables the weapons of any units caught in its radiius and deals damage to any units that remain in the field after 1-turn. 3-turn cooldown.
  • This ability disables the weapons of any units within range forcing them to reload.

Available for: Codex


Psi Reanimation

Psi Reanimation
Raise a humanoid corpse as a psionic zombie. 4-turn cooldown
  • Each corpse can only be raised once.

Available for: Sectoid


Rage

Rage
When damaged, chance to become enraged gaining +50% mobility
  • This ability does not stack and the duration is unlimited
  • This ability has a 50% chance to trigger whenever damaged

Available for: Berserker


Regeneration

Regeneration
Regenerates HP at the start of every turn
  • Regenerate 3 HP at the start of the turn with no limit.

Available for: Faceless


Robot Battlesuit

Robot Battlesuit
The battlesuit has a tactical AI that takes over control if the pilot is killed and continues fighting.
  • The battlesuit loses its finer control and pilot's abilities, unable to fire the weapon or launch Acid Bomb
  • With the pilot dead and the interior exposed, it now leaves an Acid Trail

Available for: Andromedon


Scything Claws

Scything Claws
Swipe in a close-range cone damaging all units caught and destroying some objects
  • The area of this attack is 3-tiles long and extends to 5-tiles wide.

Available for: Faceless


Shadowbind

Shadowbind
Bind a humanoid target within movement range, causing them to fall unconscious and creating a shadow copy of the unit gaining the same abilities. 4-turn cooldown.
  • This ability costs 1-action, is non-turn ending and has a 4-turn cooldown.
  • The effect of this ability is not cancelled when the Spectre is disoriented but it can be prevented from being used if disoriented earlier
  • The bound target can be revived by destroying the shadow copy, the Spectre or using an ability to revive them.
  • This ability cannot target those immune to negative mental effects

Available for: Spectre


Teleport

Teleport
Teleport to a location within sight and bypasses all reaction attacks 1-turn cooldown.
  • This ability costs 1-action, is non-turn ending, has a 1-turn cooldown and can be used within 16 tiles.

Available for: Codex


Teleport Escape

Teleport Escape
Teleport to a random location whenever damaged
  • This ability has no cooldown and will trigger whenever damaged
  • The avatar will teleport between 10-20 tiles from their original location
  • This ability triggers only after an attack is complete, this means that they will not teleport away when performing attacks such as rapid fire until after it is complete

Available for: Avatar


Tongue Pull

Tongue Pull
Pull a humanoid target into melee range and binds the target. 1-turn cooldown
  • This ability costs 1 action, is non-turn ending, has a 1-turn cooldown and can target enemies within 3-8 tiles away.
  • This ability gains +20 aim and is affected by range modifiers.

Available for: Viper


Vanishing

Vanishing
Become concealed and gain 25% bonus mobility
  • This ability costs 1-action, is non-turn ending and has a 3-turn cooldown

Available for: Spectre


Wall Smash

Wall Smash
Allows the Andromedon to move through cover, destroying any objects in their path.
  • This ability will completely destroy any cover that the Andromedon walks through as long as it is destructible

Available for: Andromedon


War Cry

War Cry
Shout a war cry granting all allies within range bonus aim, will and mobility. 6-turn cooldown
  • This ability costs 1-action, is non-turn ending, has a 6-turn cooldown and affects all units within 13-tiles.
  • This ability grants 10 aim, 10 will and 2 mobility. The bonus is doubled for all mutons. The effect lasts 2-turns.

Available for: Muton Centurion/Muton Elite

Chosen Perks

All Seeing

All Seeing
Detect concealed units within vision range.

Available for: The Assassin, The Hunter, The Warlock


Anticipation

Anticipation
Damage taken by melee attacks is reduced by 50%.

Available for: The Hunter, The Warlock


Blast Shield

Blast Shield
Damage taken by explosive attacks is reduced by 50%.

Available for: The Assassin, The Hunter, The Warlock


Blood Bath (Chosen)

Blood Bath
Harbor wave cone is wider by 2 tiles, and each enemy hit by it grants a blood thirst stack.

Available for: The Assassin


Blood Thirst (Chosen)

Blood Thirst (Chosen)
Every time you attack with your melee weapon, get a stackable damage boost to your melee attacks. Resets upon a successful kidnap.
  • The damage bonus is based on the chosen tier, gaining +1/1/2/2/3 damage per attack.

Available for: The Assassin


Disabler

Disabler
Pistol attacks disables the target's primary weapon, removing all remaining ammo.
  • Pistol attacks remove all remaining ammo, meaning that the affected unit will have to reload before being able to fire again.

Available for: The Hunter


Flashbang

Flashbang
Throw a flashbang grenade that disorients organic targets within the blast radius for 1 turn as a free action. 2-turn cooldown.

Available for: The Hunter


Harbor Wave

Harbor Wave
Send a psionic wave that deals guaranteed damage. This attack is boosted by Blood Thirst. 3-turn cooldown.
  • This ability costs 1 action, is non-turn ending and has a 3-turn cooldown.
  • This ability fires in a cone up to 15 tiles which expands up to 6 tiles wide.

Available for: The Assassin


Hazmat Vest

Hazmat Vest
Become immune to environmental effects.

Available for: The Assassin, The Hunter, The Warlock


Hero Slayer

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Available for: The Assassin, The Hunter, The Warlock


Hit it where it hurts

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Available for: The Hunter


Hunter's Grapple

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Available for: The Hunter


Impenetrable

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Available for: The Assassin


Infernal Fury

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Available for: The Hunter


Instant Reaction Time

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Available for: The Assassin, The Hunter, The Warlock


Mark

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Available for: The Hunter, The Warlock


High Voltage

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Available for: The Warlock


Mind Scorch

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Available for: The Warlock


Misty Madness

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Available for: The Assassin


Mountain Mist

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Available for: The Assassin


Moving Target

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Available for: The Assassin, The Hunter, The Warlock


Parting Silk

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Available for: The Assassin


Psychotic Rage

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Available for: The Assassin, The Hunter, The Warlock


Spectral Army

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Available for: The Warlock


Spectral Zombie

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Available for: The Warlock


Sprinter

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Available for: The Assassin


Summon Followers

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Available for: The Warlock


Teleport Ally

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Available for: The Warlock


Toxic Nightmare

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Available for: The Hunter


Tracking Shot

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Available for: The Hunter


Trigger Bot

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Available for: The Hunter


Unbreakable

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Available for: The Assassin, The Hunter, The Warlock


Unholy Ascension

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Available for: The Warlock


Unstoppable

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Available for: The Assassin


Vanishing Wind

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Available for: The Assassin


Warlock's Greatest Champion

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Available for: The Warlock


You Cannot Hide

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Available for: The Hunter