Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
Sergeant
Close & Personal
Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
Lightning Reflexes
Forces the first reaction shot against this unit each turn to miss.
Lieutenant
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Flush
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
Captain
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
Close Combat Specialist
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
Major
Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Colonel
Killer Instinct
Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
Resilience
Confers immunity to critical hits.
Heavy Abilities[]
Rank
Ability
Description
Fire Rocket
Fire a rocket using an equipped launcher. This ability cannot be used after moving, nor more than once per mission.
Bullet Swarm
Firing the primary weapon as the first action no longer ends the turn.
Holo-Targeting
Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
Sergeant
Shredder Rocket
Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket's blast is weaker than a standard rocket's.
Suppression
Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
Lieutenant
HEAT Ammo
+100% to damage against robotic enemies.
Rapid Reaction
Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
Captain
Grenadier
Allows to carry 2 grenades in a single inventory slot. One grenade from the arsenal will give you two grenades in the soldiers inventory.
Danger Zone
Increases hit area of rockets and suppression by 2 tiles.
Major
Will to Survive
Reduces all normal damage taken by 2 if in cover and not flanked.
Colonel
Rocketeer
Allows 1 additional standard rocket to be fired per battle.
Mayhem
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.
Sniper Abilities[]
Rank
Ability
Description
Headshot
Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.
Squad Sight
Allows firing at targets in any ally's sight radius. The targets still need to be in the line of sight for the sniper, but out of his range of sight.
Snap Shot
Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
Sergeant
Damn Good Ground
+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
Gunslinger
Confers 2 bonus damage with pistols.
Lieutenant
Disabling Shot
Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown.
Battle Scanner
Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
Captain
Executioner
+10% Aim against targets with less than 50% Health.
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Major
Low Profile
Makes partial cover count as full.
Colonel
In The Zone
Killing a flanked or uncovered target with the sniper rifle does not cost an action.
Double Tap
Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down. 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.
Support Abilities[]
Rank
Ability
Description
Smoke Grenade
Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.
Sprinter
Allows the support to move 3 additional tiles.
Covering Fire
Allows reaction shot to trigger on enemy attacks, not just movement.
Sergeant
Field Medic
Allows medikits to be used 3 times per battle instead of once.
Smoke and Mirrors
Allows 1 additional use of Smoke Grenade each mission.
Lieutenant
Revive
Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
Rifle Suppression
Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
Captain
Combat Drugs
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.
Dense Smoke
Smoke Grenades have increased area of effect and further increase units' Defense by 20.
Major
Deep Pockets
Confers an additional item slot in inventory.
Colonel
Savior
Medikits restore 4 more health per use.
Sentinel
Allows two reaction shots during Overwatch, instead of only one.
Psionic Abilities[]
Psionic abilities only become available later in the game, once squad members have been tested for psionic ability.
Rank
Ability
Description
Unknown
Mind Merge
Psionically assisting an ally, granting the ally an array of stat bonuses. Duration currently unknown. Cooldown period currently unknown.
Unknown
Mindfray
Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing base damage (amount of damage currently unknown). Robotic units are immune.
Unknown
Telekinetic Field
Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting Defense to both allies and enemies within the field (amount of defense currently unknown). Cooldown period currently unknown.
Unknown
Psi Inspiration
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. Duration currently unknown. Cooldown period currently unknown.
Unknown
Psi Panic
Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. Cooldown period currently unknown.
Unknown
Mind Control
Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. Cooldown period currently unknown.
Unknown
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. Cooldown period currently unknown.