Actions available by default to all soldiers and most aliens.
|Fire||Does up to X damage.||
Damage and any Aim modifiers based on currently equipped and selected weapon. Unavailable if there is no enemy within the unit's line of sight, or if the weapon doesn't have enough ammo.
|Overwatch||Fire on the first enemy that moves within your line of sight with a small Aim penalty.||
See Overwatch page for detailed tips.
|Reload||Reload your weapon.||
Unavailable if the weapon has not used any ammunition.
|Hunker Down||Doubles cover bonus and provides immunity to critical hits, but reduces sight radius.||
Only available while in cover.
Actions available to any soldier possessing the associated equipment. See specific equipment pages for additional details and tips.
|Frag Grenade||Frag Grenade||Does 3 damage to all units in 2 tile blast radius.||Destroys most forms of cover.|
|Alien Grenade||Alien Grenade||Does 5 damage to all units in 2 tile blast radius.||
Destroys most forms of cover. Available to some aliens.
|Heal Wound||Medikit||Use the Medikit to heal 4 HP||
Amount of HP recovered can be upgraded. Has a 2 tile radius.
|Stabilize||Medikit||Use the Medikit to stabilize a critically injured soldier.||Has a 2 tile radius.|
|Revive||Medikit||Allows Medikits to revive critically wounded soldiers at 33% of maximum health istead of just stabilizing them.||Has a 2 tile radius. Makes the soldier usable again.|
|Stun||Arc Thrower||Incapacitates aliens within a 2 tile radius. Higher chance if the target's HP is 3 or less.||
Some alien species have the Stun Immune trait as a counterpart.
|Hack||Arc Thrower||Bring a Drone under your control.||Available once Drone Capture project is complete.|
|Repair S.H.I.V.||Arc Thrower||Repairs friendly robotic units.||Available once S.H.I.V. Repair project is complete.|
|Combat Stims||Combat Stims||Temporarily increases a soldier's stats for 2 turns.||Damage cut by 50% (rounded down), +40 Will, and +3 Movement.|
|Grapple||Skeleton Suit or Ghost Armor||Use the grappling hook to reach high locations.||Counts as an action.|
|Ghost||Ghost Armor||Become invisible to enemies until the beginning of the next turn. Firing while stealthed confers a 100% critical chance but reveals the wearer (30% in XCOM: Enemy Within).||Can be activated up to 4 times per battle; activating Ghost does not cost an action or end the turn.|
|Toggle Flight||Archangel Armor||Activate/deactive Flight mode on Archangel Armor.||Does not cost an action or end the turn. Movement or elevation changes while in flight cost fuel.|