Modifier
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Description
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Adrenaline Surge EW
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This unit is wounded, triggering an adrenaline surge. (+10 Aim, +10 critical chance)
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Aggression
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Units with Aggression receive a +10 bonus to critical hit chance for each enemy in sight (maximum +30).
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Airborne
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Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.
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Blood Frenzied
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Units frenzied by Blood Call have +10 bonuses to Aim and Will, and a bonus +4 to mobility.
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Bring 'Em On: Active
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Enemies in sight! +1 damage on critical hits for each such enemy.
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Combat Drugs
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Units in smoke that has been infused with Combat Drugs receive +20 Will and +10 critical chance.
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Combat Pheromones EW
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Receiving bonuses: +10 Aim, +5 critical chance, and +1 movement.
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Combat Stimmed
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Units under the influence of Combat Stims are less likely to panic, move faster, and take 50% less damage from all sources. (+40 Will against Panic, +3 movement)
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Council Medal of Honor EW
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+10 Aim and Critical Chance if not within 7 tiles of an allied unit.
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Damn Good Ground
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This unit gains +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses.
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Dense Smoke
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Units in dense smoke receive an additional +20 Defense.
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Distortion Field EW
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Inside an ally's Distortion Field, receiving +10 Defense.
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Elevated Ground
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All units receive offensive bonuses against enemies on lower ground. +20 Aim Bonus.
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Evasion
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Enemies targeting this unit when it is airborne suffer a -20 Aim penalty.
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Ghost Mode: Active
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Stealthed units are much harder for enemies to see, and receive a bonus to their critical chance (requires Ghost Armor/Grenade).
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Greater Mind Merge
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Psionically assisting any nearby Sectoids, granting them +25% critical chance and +1 health.
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Hardened
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Hardened units receive extra protection against critical hits. Reduces the chance of suffering a critical hit by 60%.
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Hyper-Reactive Pupils EW
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+10 Aim due to previous miss.
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International Service Cross EW
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+2 Aim per continent bonus XCOM has earned.
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International Service Cross EW
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+2 Will per different nationality in the squad.
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Inside Telekinetic Field
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Units protected by a Telekinetic Field receive +40 Defense.
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Inspired
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Will increased by the inspiration of a psionic ally (+30 for 2 turns).
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Iron Skin EW
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All damage taken is reduced by 25%.
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Low Profile
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Units with Low Profile treat partial cover as full.
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Mimetic Skin EW
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Currently concealed from enemy view. Moving in front of enemies again or firing will reveal the unit.
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Mind Control
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Using Mind Control allows control of an enemy unit.
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Mind Merge
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Psionically assisting an ally, granting the ally an array of stat bonuses.
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Mind Merged
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Sectoid: Receiving psionic assistance from an ally, gaining +25 critical chance and +1 health.
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Mechtoid: Receiving psionic assistance from an ally, gaining a psionic force shield and 50% damage reduction while the shield is up.
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Nearby Leader EW
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The squad leader is nearby, improving this unit's Will.
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Poison Immune
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This unit cannot be poisoned.
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Reinforced Armor EW
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All damage taken is reduced by 50%. (Sectopods)
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Resilience
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This unit is immune to critical hits.
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Robotic
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This unit cannot be affected by fire, poison and most Psionic abilities.
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Running & Gunning
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Units under the effect of Run & Gun may fire after Dashing.
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Smoke Coverage
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Units in smoke receive +20 Defense.
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Star of Terra EW
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Entire squad receives +5 Will and +5 Defense in battle. Robotic units receive only the Defense bonus.
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Stun Immune
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This unit cannot be stunned.
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Tactical Sense: Active
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Units with Tactical Sense receive a +5 defensive bonus for each enemy in sight (maximum +20).
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Urban Combat Badge EW
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+5 Aim against enemies in full cover.
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Urban Combat Badge EW
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+5 Defense when in cover.
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Will to Survive: Active
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In cover and not flanked: incoming damage is reduced by 2.
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