Cooldown period currently unknown.ĭevastate an area with a storm of psi energy. Very difficult psi technique that, if successful, grants control of the target for 5 turns. Cooldown period currently unknown.Ĭause target to panic on its following turn, if the target's Will is overcome. Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by a factor (currently unknown) for an unknown number of turns.
The field distorts and deflects incoming attacks, granting Defense to both allies and enemies within the field (amount of defense currently unknown). Robotic units are immune.Ĭreate an immobile telekinetic field that lasts through the enemy turn. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing base damage (amount of damage currently unknown). Use psi abilities in combat to unlock further psi training.
Psionically assisting an ally, granting the ally an array of stat bonuses. Psionic abilities only become available later in the game, once squad members have been tested for psionic ability. Smoke Grenades have increased area of effect and further increase units' Defense by 20.Ĭonfers an additional item slot in inventory.Īllows two reaction shots during Overwatch, instead of only one. Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. The second shot can only be made immediately after the first, so it is recommended to first uncover at least two targets for the sniper before shooting.Īllows the support to move 3 additional tiles.Īllows reaction shot to trigger on enemy attacks, not just movement.Īllows medikits to be used 3 times per battle instead of once.Īllows 1 additional use of Smoke Grenade each mission.Īllows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.įires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim. Killing a flanked or uncovered target with the sniper rifle does not cost an action.īoth actions can be used for Standard/Precision/Disabling Shot. +10% Aim against targets with less than 50% Health.Įliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits. Scanning device, when thrown creates a new source of vision for 2 turns. The target may use Reload to fix the weapon. +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.Īllows the Sniper to fire a shot that causes the target's main weapon to malfunction. Any shots taken suffer a -20 Aim penalty. Removes the sniper rifle's restriction on firing and Overwatch after moving. The targets still need to be in the line of sight for the sniper, but out of his range of sight. Reduces all normal damage taken by 2 if in cover and not flanked.Īllows 1 additional standard rocket to be fired per battle.Ĭonfers additional damage based on weapon tech level to Suppression and all area-effect abilities.Īllows firing at targets in any ally's sight radius. Increases hit area of rockets and suppression by 2 tiles. One grenade from the arsenal will give you two grenades in the soldiers inventory. The target also suffers a -30 Aim penalty.Ĭonfers a second reaction shot, if on Overwatch and the first reaction shot is a hit.Īllows to carry 2 grenades in a single inventory slot. The rocket's blast is weaker than a standard rocket's.Ĭan fire a special shot that grants reaction fire at a single target. Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.įire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. Heavier armor increases the bonus.Īctivating Run & Gun now also grants +50% critical damage for the rest of the turn.įiring the primary weapon as the first action no longer ends the turn. Does not require Overwatch.Ĭonfers bonus health based on which type of armor is equipped. The shot is easy to hit with, but does reduced damage.Īdds 1 damage on critical hits for each enemy the squad can see (up to 5).Ĭonfers a reaction shot against any enemy who closes to within 4 tiles. Each shot carries a -15 penalty to Aim.įire a shot that causes enemies to run out of cover. Take two shots against a single target in quick succession. The bonus declines with distance from the target.įorces the first reaction shot against this unit each turn to miss. Confers +10% critical chance per enemy in sight (max +30%).Ĭonfers +5 Defense per enemy in sight (max +20).Ĭonfers +30% critical chance against adjacent targets.