Abilities List (Long War)
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Long War includes numerous changes to existing perks, 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. If for any reason you would like to edit or create a new perk on the wiki, please continue reading here.
Dev commentary
From Amineri, regarding Mayhem (Oct 11, 2014):
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.
Mayhem + Suppression : currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon's base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.
Mayhem + eWP_Sniper/eWP_Support weapons : This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to these weapons, which does not vary with tech-level.
Mayhem + direct damage grenades : this is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.
Mayhem + rockets : this is both HE and Shredder rockets. Damage increased is based on tech level in this case (basically follow
Normal Perks
Absorption Fields

Reduces most incoming damage to this unit, scaling up as damage increases. Specifically: reduces 40% of any damage taken after 2; after all other damage reduction has been applied.
Adrenaline Surge

Confers +10 Aim and +10% critical chance if the unit is wounded.
Advanced Fire Control

Shots from Overwatch no longer suffer any Aim penalty.
Aggression

Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus.
Automated Threat Assessment

Confers 0.5 DR (50% chance to absorb one point of damage) at all times, and confers +15 defense when in overwatch until the unit takes an overwatch shot.
Battle Scanner

Scanning device that, when thrown, creates a new source of vision for 2 turns. Grants 2 uses. Increases throw range for battle scanners by 70% (does not stack with other perks).
Body Shield

The nearest visible enemy suffers -20 aim and cannot critically hit this unit
Bombard

Throw or launch grenades over exceptionally long distances (+50%).
Bring Em On

Confers 1-4 bonus damage during critical hits (which is then multiplied by 50% due to the critical hit). The damage is higher when more enemies are in view (including squad sight vision). This results in +1.5 dmg for 1-2 enemies, +3 dmg for 3-4 enemies, +4.5 dmg for 5-6 enemies, +6 dmg for 7 or more enemies.
Close Combat Specialist

Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Warning: Will activate even if unit is concealed.
Close Encounters

The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.
Collateral Damage

Area of effect attack that destroys most cover and hits all eligible targets for 1/3rd damage. Unlike most abilities, damage increasing items and perks also only apply 1/3rd damage (note: HEAT and flak cannot be reduced below +2 damage though). This attack cannot critically hit. Shredder ammo and holo-targeting are NOT applied.
Combat Drugs

Smoke grenades confer +20 Will and +20% critical chance in addition to the original 20 defense. The area of effect is also increased by 25%.
Covering Fire

Allows certain reaction shots to trigger on many enemy actions, not just movement (excludes reload, overwatch, and hunker down actions).
Damage Control

When this unit takes damage, all further damage will be reduced by 1 or 2 points (1.5 DR) for the next 2 turns.
Damn Good Ground

Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses.
Danger Zone

Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.
Dense Smoke

Increases the defense bonus from smoke grenade from 20 to 40.
Disabling Shot

Allows sniper rifles to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. 2 turn cooldown. Cannot cause critical hits.
Double Tap

Allows a second action restricted to Standard Shot, Precision Shot, or Disabling Shot as long as the first action was a Standard Shot, Precision Shot, Disabling Shot, or Flush provided no costly actions were taken. 1 turn cooldown. (Note: Double Tap is cancelled in the following cases: (1) the first shot results in a kill, and no more enemies are visible to the unit, or (2) for gunners only, the first shot depletes the ammo.)
Executioner

Confers +10 aim and +10 critical chance against targets at or below 50% health.
Extra Conditioning

Confers 1-4 bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Field Medic

For soldiers, grants one free use of a medikit per mission and allows additional medikit items to be used two times per battle instead of one. Also allows Restorative Mist items to be used three times per battle instead of once.
Field Surgeon

Reduces (or, for 1 HP flesh wounds, eliminates) Wounded timer on soldiers who sustained HP damage but were not Critically Wounded. Does not affect wound sustained by sending fatigued soldier on a mission.
Fire In The Hole

Grants +10 aim for purposes of reducing scatter if the soldier has not moved this turn. Increases range of Blaster Launcher (which does not scatter).
Fire Rocket

Fire a high explosive rocket using an equipped launcher.
Flush

Fire a shot that may cause non-flying enemies to run to new cover. The shot is easy to hit with (+30 aim), but does reduced damage (-50% base weapon damage), and consumes extra ammo (2 ammo). Hunkered units will not relocate.
Grenadier

Allows 2 destructive grenades in a single inventory slot, and the soldier may throw grenades 20 percent further.
Gunslinger

Confers +1 damage with sidearms and negates the long-range accuracy penalty when shooting beyond 14 meters.
HEAT Ammo

Your primary weapon, not including shotguns, does an additional 50% of its base weapon damage to robotic enemies after any damage reduction is assessed.
HEAT Warheads

Your rockets and grenades do an additional 50% damage to robotic enemies after damage reduction is assessed.
- Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.
Hit And Run

Your first standard shot of each turn against an uncovered or flanked target does not cost an action. Does not work against flying units, and cannot be used if Run N' Gun activated.
Holo-Targeting

Shooting at or suppressing enemies confers +10 Aim to allies' attacks on those enemies until end of turn.
In The Zone

Killing a flanked or uncovered target does not cost an action. Confers a -1 base damage and -10% critical hit chance penalty for each successive In The Zone kill.
Javelin Rockets

Your rockets now travel much further(+33%) and can hit targets beyond your visual range.
Jetboot Module

When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
Killer Instinct

Activating Run and Gun grants +50% critical damage for the rest of the turn.
Light Em Up

Standard shots no longer end the turn, if taken as the first action.
Lightning Reflexes

The hit chance of reaction fire against this unit is reduced by 90 percent for the first shot, and by 70 percent for additional shots.
Lock N Load

Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn.
Lone Wolf

+10 Aim and Critical Chance if not within 7 tiles of an allied unit.
Low Profile

Makes partial cover grant the defense bonus of full cover.
Mayhem

Confers +2 damage for suppression, SAWs, LMGs, explosive grenades, proximity mines and rocket launchers. Confers +4 damage for sniper and long rifles, marksman's, strike and reflex rifles using Standard Shot or Precision Shot.
One For All

When activated, the MEC becomes a high cover element and gains 1 point of damage reduction. Moving or using an arm-based weapon will return the MEC to standard posture.
Opportunist

Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Packmaster

Limited-use small items (including those from perks) receive 1 additional use.
Paramedic

Once per turn, this unit may use a medikit without spending an action.
Platform Stability

Shots taken before any costly actions have +10 Aim and +10% critical chance. Also grants +10 aim for purposes of reducing scatter if the soldier has not moved this turn, and increases range of Blaster Launcher (which does not scatter).
Precision Shot

With sniper/long rifles, fire a shot that ignores squadsight critical penalties, has an additional +30% critical chance, and provides extra damage on critical hits based on the soldier's weapon tech level (+2 for ballistic/laser/gauss, +3 for pulse, +4 for plasma). With marksman's and strike rifles, allows an unlimited range shot with no other bonuses. 2 turn cooldown.
Ranger

Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters.
Rapid Fire

Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Rapid Reaction

If on Overwatch, confers a bonus reaction shot (to a maximum three shots total) for every reaction shot that is a hit.
Reactive Targeting Sensors

Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.
Ready For Anything

If the unit fires without taking any other costly action, it automatically enters overwatch at the end of its turn.
Repair

For X-Com, grants +2 Arc Thrower charges. On drones, allows repair of robotic units.
Repair Servos

Repairs up to 50% of damage taken (max 2 per turn). Value on icon represents repairs remaining at 2 points per hp. Additional damage taken before repairs are complete reduces how much can be repaired from prior hits by 50%.
Resilience

Confers immunity to critical hits.
Revive

Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
Run and Gun

Allows firing or Overwatch after Dashing on the turn Run and Gun is activated. 2 turn cooldown.
Sapper

Increases grenade and proximity mine damage by +1. Also triples damage to the environment.
Savior

Provides 2 item-free medikit charges and +4 healing bonus to medikits. Restorative Mist units restore three more health per use.
Sentinel

Allows two reaction shots during Overwatch, instead of only one.
Sentinel Module

Integrated circuitry provides automated reaction fire against enemies at close engagement range. This can be disabled if the unit suffers a critical hit.
Sharpshooter

+10 critical chance in all situations, +10 Aim against enemies in full cover.
Shock Absorbent Armor

Damage received from enemies within 4 tiles is reduced by 33%.
Shock And Awe

Allows 1 additional standard rocket to be fired per battle.
Shredder Ammo

The Shredder debuff causes any unit hit to take 40% additional damage (after DR, rounded down) from all sources. Gunners and MECs apply the Shredder debuff for the remainder of the current turn to any target struck by their primary weapon. Rocketeers get an extra rocket that is weaker than a standard rocket (60% rounded down), cannot penetrate cover, has a +50% larger blast radius, and applies the Shredder debuff to all targets struck by the rocket for the next 3 turns.
Smoke And Mirrors

Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1.
Smoke Grenade

Deploy a smoke grenade once per mission. The smoke confers +20 defense and prevents flanking for all enemy and allied units. Lasts 2 turns. Taking the perk on level up also allows an additional action after deploying a smoke grenade.
Snapshot

For snipers, removes the sniper rifle's restriction on firing and Overwatch after taking a costly action. Any shots taken after using any costly action suffer a -10 Aim penalty. For rocketeers, reduces the aim and range penalty for launching a rocket after taking a costly action to 25% (from 50%).
Sprinter

Grants +4 mobility (roughly 3 tiles movement).
Squadsight

Allows firing at targets in any ally's sight radius within weapon range, but critical chance suffers a -20% penalty. Extended range weapons (MEC primary weapons, Marksman and Strike Rifles, and LMGs) gain roughly five extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges, except with Marksman's and Strike Rifles.
Steadfast

Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability.
Suppression

Fire a barrage that pins down a target, granting Opportunist reaction fire against it if it moves. Imposes a -30 penalty to aim and reduces range of many area-of-effect attacks, including grenades. Also negates overwatch from the target while suppression is active. Lastly, enemy AI prioritizes breaking the suppression by shooting the suppressor, so it functions as a mini-taunt. Not possible with shotguns, sniper rifles, or strike rifles.
Tactical Sense

Confers +5 Defense per enemy in sight (max +20).
Tandem Warheads

Explosives employed by this soldier do full damage to the maximum extent of their area of effect.
Vital Point Targeting

Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied.
Will To Survive

Gene Mods
(see also: Gene Mods)
Adaptive Bone Marrow

Regenerate wounds. For humans, wound recovery time is reduced by 66% (stacks with Advanced Surgery), and unit regenerates 2 hp every turn up to the HP max without armor. Imposes +6 hours fatigue after missions.
Adrenal Neurosympathy

Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Imposes +9 hours fatigue.
Bioelectric Skin

The soldier projects an electric field from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation. Imposes +6 hours fatigue.
Depth Perception

Height Advantage confers an additional +5 Aim and +5 critical chance. Imposes +3 hours fatigue.
Hyper-Reactive Pupils

Confers +10 Aim on any shot after a miss. Imposes +3 hours fatigue after missions.
Iron Skin

All damage taken is reduced by 1. Imposes +12 hours postmission fatigue for genemodded soldiers.
Muscle Fiber Density

Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids. Imposes +9 hours fatigue.
Neural Damping

Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead. Soldiers with this perk cannot undergo psi training and cannot possess psi abilities. Imposes +6 hours fatigue after missions.
Secondary Heart

Causes soldiers to bleed out instead of dying the first time they go to zero health in a mission. The bleed-out timer is extended by 2 turns. Prevents loss of Will from critical wounds. Imposes +6 hours fatigue after missions.
Smart Macrophages

Medikits and Restorative Mist heal 2 HP more when used on the soldier. Confers complete immunity to poison and acid. Imposes +3 hours postmission fatigue.
Officer Training
(See also: Officers)
Band Of Warriors

Squad receives +2 Aim per continent bonus XCOM has earned.
Esprit De Corps

Squad receives +5 Will and +5 Defense in battle. Robotic units receive only the Defense bonus.
Fortiores Una

Nearby allies (8 tiles) receive an additional 2/3 damage reduction if they are in half cover and 1 damage reduction if they are in full cover.
Into The Breach

All soldiers in the squad at Sergeant rank or lower gain +25% XP for completing missions.
Lead By Example

This officer substitutes his or her Will for that of all lower-Will squadmates within an 8 tile radius.
Legio Patria Nostra

Squad receives +1 Will per different nationality in the squad.
So Others May Live

Squad members receive a permanent increase of +1 Aim and Will for completing a mission under this officer with no soldier deaths, up to a maximum of +8.
So Shall You Fight

All units in the squad receive +25% XP for every kill.
Semper Vigilans

Squad receives +5 Defense when in cover.
Stay Frosty

All units in the squad have post-mission fatigue reduced by one day.
Combined Arms

Ignore one point of the enemy's damage reduction. For officers, this ability is provided to the entire squad.
Psionic Abilities
(See also: Psionics)
Distortion Field

Nearby allies in cover receive +10 Defense. Imposes +6 hours postmission fatigue for psi soldiers. (Passive ability)
Telekinetic Field

Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defense to allies within the field, 4 turn cooldown. Imposes +12 hours fatigue after missions.
Mind Control

Difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies. 5 turn cooldown. Imposes +12 hours fatigue after missions.
Mind Merge

Merge minds with the target, granting the target +25% critical chance, bonus will, and temporary health (for aliens) or damage reduction (for humans: DR=caster_will/60). Imposes +6 hours postmission fatigue for psi soldiers.
Mindfray

Causes the target to lose grip on reality, causing -25 aim/stack, -25 will/stack, a reduced area-of-effect attack range, reduced mobility, and doing one base damage. Robotic units are immune. Lasts 3 turns. 2 turn cooldown. Imposes +24 hours fatigue after missions.
Neural Feedback

Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacks' chance of success. Applies to attacks on the psion, as well as nearby allies if the psion passes a will check. Imposes +24 hours fatigue after missions.
Psi Inspiration

Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 3 turns, 4 turn cooldown. Imposes +6 hours fatigue after missions.
Psi Panic

Cause target to panic on its following turn, if the target's Will is overcome. The duration is (caster Will / 50) turns; fractional results have a chance to be rounded up, the chance is proportional to the distance to the next integer. Robotic enemies are immune, 2 turn cooldown. Imposes +6 hours fatigue after missions.
Psychokinetic Strike

Project a bolt of pure psi force that destroys cover but does not harm units. 4 turn cooldown. Imposes 12 hours additional post-mission fatigue.
Regen Biofield

Nearby allies are healed for 1 health each turn and acid effects on them are removed. This does not restore the HP provided by body armor or other hp-granting items. Imposes +24 hours postmission fatigue for psi soldiers. (Passive ability)
Rift

Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown. Requires special armor designed for psionic beings. Imposes +12 hours fatigue after missions.