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스킬 목록 (롱 워 리밸런스)

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일반 스킬

Absorption Fields
Absorption Fields
흡수장
+20% DR 제공.

습득 가능: 골리앗, SHIV


Aggression
Aggression
호전성
치명타 데미지가 +1 증가하며, 치명타율이 +20% 증가합니다.

Available for: Assault, Infantry, Jaeger, Marauder


Template:자동 위협 측정 (롱 워 리밸런스) Available for: Jaeger


Template:육체 방어 (롱 워 리밸런스) Available for: All MEC Troopers


Template:싸움꾼 (롱 워 리밸런스) Available for: Assault, Marauder


Template:호승심 (롱 워 리밸런스) Available for: Assault, Gunner, Jaeger, Sniper


Template:죽음의 시선 (롱 워 리밸런스) Available for: Engineer, Infantry, Medic, Scout, Sniper, SHIV


Template:근접 전투 전문가 (롱 워 리밸런스) Available for: Assault, Marauder, Medic, SHIV


Template:조우전 (롱 워 리밸런스) Available for: Assault, Medic


Template:부수적 피해 (롱 워 리밸런스) Available for: Shogun


Template:전투 약물 (롱 워 리밸런스) Available for: Medic


Template:은신 (롱 워 리밸런스) Available for: Scout


Template:취약점 조준 (롱 워 리밸런스) Available for: Engineer, Goliath, Gunner, Infantry, Jaeger, Shogun


Template:데미지 컨트롤 (롱 워 리밸런스) Available for: SHIV


Template:위험 구역 (롱 워 리밸런스) Available for: Goliath, Rocketeer, SHIV


Template:짙은 연막 (롱 워 리밸런스) Available for: Engineer


Template:먼 곳에서의 죽음 (롱 워 리밸런스) Available for: Sniper


Template:무력화 사격 (롱 워 리밸런스) Available for: Scout, Sniper


Template:무력화 사격(액티브) (롱 워 리밸런스) Available for: Scout, Sniper


Template:이연사 (롱 워 리밸런스) Available for: Engineer, Gunner, Rocketeer, Sniper


Template:처형인 (롱 워 리밸런스) Available for: Jaeger, Marauder, Sniper


Template:특수 적응 훈련 (롱 워 리밸런스) Available for: All MEC Troopers, All Soldiers


Template:전투 의무병 (롱 워 리밸런스) Available for: Medic


Template:로켓 발사 (롱 워 리밸런스) Available for: Rocketeer


Template:구급 상자 (롱 워 리밸런스) Available for: Rocketeer, Scout, Shogun


Template:엄폐 해제 사격 (롱 워 리밸런스) Available for: All Soldiers, SHIV


Template:충격 회복력 (롱 워 리밸런스) Available for: Goliath, Marauder


Template:파이어 인 더 홀 (롱 워 리밸런스) Available for: Engineer, Goliath, Rocketeer, Shogun


Grenadier
Grenadier
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades and MEC launchers receive an additional use and have no weight.

Available for: Engineer, Goliath, Infantry, Shogun


Template:열정과 끈기 (롱 워 리밸런스) Available for: Assault, Goliath, Gunner, Medic


Template:대전차 탄두 (롱 워 리밸런스) Available for: Engineer, Rocketeer, Shogun


Template:히트 앤 런 (롱 워 리밸런스) Available for: Scout, Shogun


Template:홀로그램 조준 (롱 워 리밸런스) Available for: Engineer, Gunner, Jaeger, Rocketeer, Scout, SHIV, Sniper


Template:제트부츠 모듈 (롱 워 리밸런스) Available for: Jaeger, Marauder, Shogun


Template:킬러의 본능 (롱 워 리밸런스) Available for: Assault, Jaeger, Marauder, Shogun


Template:점화 완료 (롱 워 리밸런스) Available for: Infantry, SHIV


Template:락 앤 로드 (롱 워 리밸런스) Available for: Engineer, Goliath, Gunner, Infantry, Jaeger, Marauder


Template:고독한 늑대 (롱 워 리밸런스) Available for: Jaeger, Sniper


Template:저자세 (롱 워 리밸런스) Available for: Scout


Template:아수라장 (롱 워 리밸런스) Available for: Goliath, Gunner, Infantry, Rocketeer, SHIV, Sniper


Template:숙련공 (롱 워 리밸런스) Available for: Engineer


Template:정비공 (롱 워 리밸런스) Available for: Engineer


Template:원 포 올 (롱 워 리밸런스) Available for: All MEC Troopers


Template:기회주의자 (롱 워 리밸런스) Available for: Assault, Infantry, Marauder, Goliath, Gunner,


Template:팩마스터 (롱 워 리밸런스) Available for: Infantry, Medic, Rocketeer, Scout


Template:대전차 탄 (롱 워 리밸런스) Available for: Goliath, Gunner, Shogun


Template:플랫폼 안정성 (롱 워 리밸런스) Available for: Gunner, Rocketeer, Scout, Sniper


Template:정밀 사격 (롱 워 리밸런스) Available for: Scout, Sniper


Template:레인저 (롱 워 리밸런스) Available for: Assault, Infantry, Medic, Rocketeer, Scout, Sniper


Template:속사 (롱 워 리밸런스) Available for: Assault


Rapid Reaction
Rapid Reaction
Rapid Reaction
Allows 2 reaction shots during overwatch. Grants +40% DR when overwatching.

Available for: Marauder


Ready For Anything
Ready For Anything
Ready For Anything

At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, overwatch activates. If this unit has not moved, reaction shots gain +10 aim.

Available for: Gunner, Marauder, Medic


Reactive Targeting Sensors
Reactive Targeting Sensors
Reactive Targeting Sensors
Once per turn, if this unit is not suppressed and is shot: Attempt to return fire with a +20 aim reaction shot. If this unit did return fire, enter One For All (if able). [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30]

Available for: Goliath, Marauder, SHIV


Reconnaissance
Reconnaissance
Reconnaissance
Displays information on the nearest aliens that are not hiding after each non-dash move. Provides additional information on sneaking aliens. The first battle scanner used each turn costs 0 AP. Grants a free battle scanner. Grants Low Profile [Partial cover grants the defense and DR bonus of full cover].

Available for: Scout


Repair
Repair
Repair
Heal a mechanical unit for 5 HP and remove corrosion.

Available for: Engineer


Repair Servos
Repair Servos
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to 50% of the damage sustained. Each servo can heal 1 HP. At end of turn, use 20% the servos available (minimum 1). Active servos are removed if this unit is fully healed or corroded.

Available for: Goliath, SHIV


Run and Gun
Run and Gun
Run and Gun
Activate to allow shooting or overwatching at 0 AP if the last AP was spent moving. When active: Gain +20 crit, +20% crit damage, immunity to reaction fire, but the AP discount from Close Encounters is disabled. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle.

Available for: Assault


Sapper
Sapper
Sapper
Explosives deal +1 damage, gain +20 penetration, and double environmental damage.

Available for: Engineer, Shogun


Savior
Savior
Savior
Medikits heal an additional 35% of the target's missing HP. Grants +1 small equipment slots. Grants Revive [Bring a stabilized soldier back into action at 33% of their max HP for the cost of 1 medikit and 0 AP].

Available for: Medic


Sentinel
Sentinel
Sentinel

Fire an additional reaction shot and gain +20 defense during overwatch. Grants Opportunist.

Available for: Gunner, Infantry, Medic


Shadowstep
Shadowstep
Shadowstep
This unit gains +0.6 mobility and does not trigger reaction shots or pursuit when walking (not dashing). After repositioning, shots gain +25% crit damage until next turn.

Available for: Assault, Medic, Shogun, Scout


Sharpshooter
Sharpshooter
Sharpshooter
All shots gain +15 aim against biological targets.

Available for: Infantry, Jaeger, Medic, Sniper


Shock-Absorbent Armor
Shock-Absorbent Armor
Shock-Absorbent Armor
Grants proximity-based DR if the damage is within 10 tiles (+5% DR per tile up to +50% at point blank).

Available for: Marauder


Shock and Awe
Shock and Awe
Shock and Awe

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

Available for: Rocketeer


Shredder
Shredder
Shredder
Primary weapon attacks apply Shred equal to the damage dealt as a percent of the target's max HP (which increases subsequent damage the target receives by the amount of Shred) for the remainder of the battle.

Available for: Gunner


Smoke and Mirrors
Smoke and Mirrors
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.

Available for: Engineer, Medic, Rocketeer, Scout


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

Available for: Assault, Infantry, Scout


Sprinter
Sprinter
Sprinter

Grants +1.3 mobility and +10 defense. Doubles damage from Ram.

Available for: Assault, Scout, SHIV


Squad sight
Squad sight
Squadsight
Allows firing with long-range weapons around some obstacles and beyond 18 tiles at targets with a spotter (an ally at 0 AP that can see the target). Grants +2 aim per ally (+8 per scout) can see the target and -5 aim for each tile beyond 18. Overwatch and reaction shots are still limited to 18 tiles. Other abilities that consider the number of enemies in sight will also include any enemies in squadsight.

Available for: Jaeger, Sniper


Steadfast
Steadfast
Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%.

Available for: All MEC Troopers, All Soldiers


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

Available for: Gunner, Infantry, SHIV


Tandem Warheads
Tandem Warheads
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).

Available for: Engineer, Goliath, Rocketeer


Tenacious Defense
Tenacious Defense
Tenacious Defense
Grants +2 armor HP. Grants +20 crit resistance when protected by cover.

Available for: Assault, Gunner, Infantry


Vital Point Targeting
Vital Point Targeting
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage.

Available for: Infantry, Jaeger, Scout, Shogun


Will To Survive
Will To Survive
Will To Survive
Increases DR of all cover to 60% but grants 10 less defense. For XCOM, grants Steadfast.

Available for: Assault, Gunner, Infantry, Medic

Alien Only Perks

Tinker
Tinker
Tinker
Throw or launch grenades and devices 30% further.

Available for: Muton Leaders, Thin Man Leaders


Deflection Shield
Deflection Shield
Deflection Shield
When active, reduces the hit chance of shots taken against this unit (+10 defense per tile away). Can activate when this unit ends a turn on a move or with actions to spare.

Available for: Ethereal, Muton, Muton Elite


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

Available for: Ethereal, Sectoid Commander


Greater Mind Merge
Greater Mind Merge
Greater Mind Merge
Merge minds with allies, granting them +25 aim/crit/will, +2.0 mobility, +30% graze chance, and 5% of caster will in extra HP until the beginning of their next turn. Upon use creates an 8.5 radius telekinetic field. 5 turn cooldown.

Available for: Sectoid Commander


Growth
Growth
Growth
Outsiders have a chance to grow in strength each turn they start with all of their base HP, up to a cap based on Alien Level. Non-leaders grow slower and do not grow for the first 4 turns. Chance is 25/50/75/100% (based on difficulty).

Available for: Outsider


Mind Control
Mind Control
Mind Control
Grants control of a target. Hit chance is calculated using 150% of will. Does not work on purely mechanical units. Interrupted by explosively damaging, disorientating, panicking, maiming, or killing this unit. Interruption will leave the target mind controlled for one more turn, after which they will recover with disorientation. 3 turn cooldown.

Available for: Sectoid Commander


Overpower
Overpower
Overpower
This unit has an Overpowering Aura that causes enemies to lose a percent of their aim, mobility, throw range, and rocket accuracy equal to it's will/6. High base HP and distance beyond 20 tiles can mitigate this loss. Specifically, targets lose 1 percentage point less/more attributes for each base HP above/below average and targets lose 1 percentage point less attributes for each tile beyond 20. Does not affect SHIVs.

Available for: Berserker Leaders, Ethereal


Tactical Mobility
Tactical Mobility
Tactical Mobility
This unit gains 30 defense when in cover or flying. Disabled if this unit is not idle or has been damaged this turn. Does not apply to reaction fire or steadied shots.

Available for: Floater, Heavy Floater, Muton Leaders, Muton Elite Leaders, Sectoid Leaders, Sectoid Commander Leaders, Thin Man Leaders

Gene Mods

(See also: Gene Mods)

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


Adrenal Neurosympathy
Adrenal Neurosympathy
Adrenal Neurosympathy
Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mob, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.


Adrenaline Surge
Adrenaline Surge
Adrenaline Surge
Grants +6 mobility and +40 defense when below 50% HP.


Depth Perception
Depth Perception
Depth Perception
Height advantage grants an additional +20 crit.


Hyper-Reactive Pupils
Hyper-Reactive Pupils
Hyper-Reactive Pupils
If this unit misses a shot, it's next shot gains +20 aim (even if multiple turns apart).


Iron Skin
Iron Skin
Iron Skin

Grants +10 Base DR and +20 crit resistance.


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


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


Dual Heart
Dual Heart
Dual Heart
Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 2 turns. Increases throw range by 20%.


Smart Macrophages
Smart Macrophages
Smart Macrophages
Grants complete immunity to corrosion and shredding.


Officer Training

(See also: Officers)

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


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


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


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


Fortiores Una
Fortiores Una
Inspired Tenacity
Squad receives +20% DR when protected by cover.


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


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


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


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


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


Psionic Abilities

(See also: Psionics)


Inner Fire
Inner Fire
Inner Fire

Grants +20% throw range and +2.0 mobility. Regenerates 2 base (non-armor) HP each turn and grants immunity to bleeding. Gain an additional reaction shot on Overwatch. Psionic potential unlocks a deep connection to one's body.


Mind Fray
Mind Fray
Mind Fray

Causes the target to lose grip on reality causing standard psionic damage (Will/30, +1 for every 10 target current HP), -25 aim/will, -25% mobility/ability range, and +25% scatter. Damage is reduced by 50% if caster is staggered. Hit chance is calculated using 80% of will. Purely mechanical units are immune. Lasts through 2 enemy turns. 2 turn cooldown.


Mind Merge
Mind Merge
Mind Merge
Grants the target +25 aim/crit/will, +2.0 mobility, and +50% graze chance until the beginning of their next turn. Additionally, Sectoids gain 5% of caster will in extra HP and Mechtoids gain a 20 HP shield. 5 turn cooldown.


Neural Feedback
Neural Feedback
Neural Feedback
Psi attackers that attack a friendly unit in vision are dealt 4 damage. Does not effect the psionic attack itself.


Psi Inspire
Psi Inspire
Psi Inspire
Inspires allied soldiers within a 6 radius area near the caster for 1 turn. Cleanses Mind Fray, Disorient, Shaken, Panic, Fear, and Red Fog. Grants Inspired allies +10 Defense, +30% graze chance, +30 Will, and +30% Psionic damage resistance. 4 turn cooldown.


Psi Mastery
Psi Mastery
Psi Mastery
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Psychic Storm deals half damage when interrupted. If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead.


Psi Panic
Psi Panic
Psi Panic
Causes the target to panic if the target's will is overcome. Hit chance is calculated using 50% of will. Purely mechanical units are immune. 4 turn cooldown.


Psychokinetic Strike
Psychokinetic Strike
Psychokinetic Strike
Project a bolt of pure psi force up to 10 tiles that destroys all destructible cover in a 2 tile radius area but does not harm units. 3 turn cooldown.


Rift
Rift
Rift

Devastate an area with a storm of psi energy dealing half of standard psionic damage (Will/30, +1 for every 10 target current HP), minimum 3, immediately and then again after a turn. 2 turn cooldown. Affects mechanical units that are normally immune to psionic abilities.


Telekinetic Field
Telekinetic Field
Telekinetic Field

Project an 8.5 radius protective field that grants +20 defense to all allies in the field. Non-psionic attacks against allies in the field deal only 80% of original damage. Mechanical enemies that enter the field take half of standard psionic damage (Will/30, +1 for every 10 target current HP). 3 turn cooldown.