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	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T03:30:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=39633</id>
		<title>UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=39633"/>
		<updated>2012-10-18T18:42:48Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;UFOs&#039;&#039;&#039; seen in the skies of &#039;&#039;[[EU (2012)|Enemy Unknown (2012)]]&#039;&#039; are yet to be identified. More information appearing here soon. Watch the skies!!!&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==UFO Types==&lt;br /&gt;
The UFOs deployed by the aliens range in size and the mission profiles they are most commonly seen on, and have other parameters yet to be determined. The exact aliens each craft carry can vary considerably due to timeline, story progression and UFO damage (both from the Interception and any damaged sustained from explosive weapons while on the ground). Salvage is also highly variable, so the numbers given below are ranges.&lt;br /&gt;
&lt;br /&gt;
===Small Scout===&lt;br /&gt;
The most basic UFO, which can be easily handled by the default Interceptor with minimal damage sustained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 2 groups of alien troops.&lt;br /&gt;
* 1 command alien on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - X Alien Alloys&lt;br /&gt;
* X - X Elerium&lt;br /&gt;
* 0 - 2 UFO Flight Computers&lt;br /&gt;
* 0 - 1 UFO Power Sources&lt;br /&gt;
&lt;br /&gt;
===Large Scout===&lt;br /&gt;
Can be handled by a default interceptor, with heavy damage sustained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 2 - 3 groups of alien troops.&lt;br /&gt;
* 1 command group on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - 172 Alien Alloys&lt;br /&gt;
* X - 56 Elerium&lt;br /&gt;
* 0 - 4 UFO Flight Computers&lt;br /&gt;
* 0 - 2 UFO Power Sources&lt;br /&gt;
&lt;br /&gt;
===Abductor===&lt;br /&gt;
This UFO will be announced by Central as being &amp;quot;much larger than the UFOs we have previously encountered&amp;quot;. You&#039;ll need an interceptor with an upgraded weapon to take one down consistently. The UFO itself is composed of multiple levels, including operating tables and stasis pods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 5 groups of alien troops.&lt;br /&gt;
* 2 command aliens on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* 172 - 207 Alien Alloys&lt;br /&gt;
* 56 - 76 Elerium&lt;br /&gt;
* 3 - 4 UFO Flight Computers&lt;br /&gt;
* 1 - 2 UFO Power Sources&lt;br /&gt;
* 4 - 6 Alien Stasis Tank&lt;br /&gt;
* 2 - 3 Alien Surgery&lt;br /&gt;
&lt;br /&gt;
===Supply Barge===&lt;br /&gt;
Larger than an abductor and only seems to show up after abductors. It will be very difficult to down one of these without laser or plasma weapons on your interceptor. This UFO is composed of multiple levels, with the majority of the ship devoted to a series of massive cargo holds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 5 groups of alien troops.&lt;br /&gt;
* 2 command aliens on the bridge&lt;br /&gt;
&lt;br /&gt;
Mission: Harvest live specimens&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - 235 Alien Alloys&lt;br /&gt;
* X - 120 Elerium&lt;br /&gt;
* X - 4 UFO Flight Computers&lt;br /&gt;
* X - 4 UFO Power Sources&lt;br /&gt;
2 alien surgery, 8 stasis tanks&lt;br /&gt;
&lt;br /&gt;
===Battleship===&lt;br /&gt;
An advanced large UFO. Engage only with a [[Firestorm (EU2012)|Firestorm]] armed with an [[EMP_Cannon_(EU2012)|EMP Cannon]] or Fusion Lance.  Expect to take moderate-heavy damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 7 groups of alien troops.&lt;br /&gt;
* 1 command alien on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* 211 - 307 Alien Alloys&lt;br /&gt;
* 103 - 126 Elerium&lt;br /&gt;
* 1 - 4 UFO Flight Computers&lt;br /&gt;
* 0 - 4 UFO Power Sources&lt;br /&gt;
* 0 - 2 Fusion Core&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UFO Missions==&lt;br /&gt;
UFOs can be found on a variety of missions, however you will be unable to see what missions they are on until you have built a Hyperwave Relay in your HQ.&lt;br /&gt;
&lt;br /&gt;
===Scouting===&lt;br /&gt;
&lt;br /&gt;
===Satellite Hunting===&lt;br /&gt;
The UFO will hunt for and destroy any satellites in the region it is patrolling. Having Stealth Satellites researched from the Foundry will protect your satellites from being detected and destroyed by a UFO on this mission.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=39632</id>
		<title>UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=39632"/>
		<updated>2012-10-18T18:42:06Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;UFOs&#039;&#039;&#039; seen in the skies of &#039;&#039;[[EU (2012)|Enemy Unknown (2012)]]&#039;&#039; are yet to be identified. More information appearing here soon. Watch the skies!!!&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==UFO Types==&lt;br /&gt;
The UFOs deployed by the aliens range in size and the mission profiles they are most commonly seen on, and have other parameters yet to be determined. The exact aliens each craft carry can vary considerably due to timeline, story progression and UFO damage (both from the Interception and any damaged sustained from explosive weapons while on the ground). Salvage is also highly variable, so the numbers given below are ranges.&lt;br /&gt;
&lt;br /&gt;
===Small Scout===&lt;br /&gt;
The most basic UFO, which can be easily handled by the default Interceptor with minimal damage sustained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 2 groups of alien troops.&lt;br /&gt;
* 1 command alien on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - X Alien Alloys&lt;br /&gt;
* X - X Elerium&lt;br /&gt;
* 0 - 2 UFO Flight Computers&lt;br /&gt;
* 0 - 1 UFO Power Sources&lt;br /&gt;
&lt;br /&gt;
===Large Scout===&lt;br /&gt;
Can be handled by a default interceptor, with heavy damage sustained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 2 - 3 groups of alien troops.&lt;br /&gt;
* 1 command group on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - 172 Alien Alloys&lt;br /&gt;
* X - 56 Elerium&lt;br /&gt;
* 0 - 4 UFO Flight Computers&lt;br /&gt;
* 0 - 2 UFO Power Sources&lt;br /&gt;
&lt;br /&gt;
===Abductor===&lt;br /&gt;
This UFO will be announced by Central as being &amp;quot;much larger than the UFOs we have previously encountered&amp;quot;. You&#039;ll need an interceptor with an upgraded weapon to take one down consistently. The UFO itself is composed of multiple levels, including operating tables and stasis pods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 5 groups of alien troops.&lt;br /&gt;
* 2 command aliens on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* 172 - 207 Alien Alloys&lt;br /&gt;
* 56 - 76 Elerium&lt;br /&gt;
* 3 - 4 UFO Flight Computers&lt;br /&gt;
* 1 - 2 UFO Power Sources&lt;br /&gt;
* 4 - 6 Alien Stasis Tank&lt;br /&gt;
* 2 - 3 Alien Surgery&lt;br /&gt;
&lt;br /&gt;
===Supply Barge===&lt;br /&gt;
Larger than an abductor and only seems to show up after abductors. It will be very difficult to down one of these without laser or plasma weapons on your interceptor. This UFO is composed of multiple levels, with the majority of the ship devoted to a series of massive cargo holds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 5 groups of alien troops.&lt;br /&gt;
* 2 command aliens on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* Mission: Harvest live specimens&lt;br /&gt;
* X - 235 Alien Alloys&lt;br /&gt;
* X - 120 Elerium&lt;br /&gt;
* X - 4 UFO Flight Computers&lt;br /&gt;
* X - 4 UFO Power Sources&lt;br /&gt;
2 alien surgery, 8 stasis tanks&lt;br /&gt;
&lt;br /&gt;
===Battleship===&lt;br /&gt;
An advanced large UFO. Engage only with a [[Firestorm (EU2012)|Firestorm]] armed with an [[EMP_Cannon_(EU2012)|EMP Cannon]] or Fusion Lance.  Expect to take moderate-heavy damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 7 groups of alien troops.&lt;br /&gt;
* 1 command alien on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* 211 - 307 Alien Alloys&lt;br /&gt;
* 103 - 126 Elerium&lt;br /&gt;
* 1 - 4 UFO Flight Computers&lt;br /&gt;
* 0 - 4 UFO Power Sources&lt;br /&gt;
* 0 - 2 Fusion Core&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UFO Missions==&lt;br /&gt;
UFOs can be found on a variety of missions, however you will be unable to see what missions they are on until you have built a Hyperwave Relay in your HQ.&lt;br /&gt;
&lt;br /&gt;
===Scouting===&lt;br /&gt;
&lt;br /&gt;
===Satellite Hunting===&lt;br /&gt;
The UFO will hunt for and destroy any satellites in the region it is patrolling. Having Stealth Satellites researched from the Foundry will protect your satellites from being detected and destroyed by a UFO on this mission.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=39631</id>
		<title>Talk:UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=39631"/>
		<updated>2012-10-18T18:41:14Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Questioning whether it&#039;s worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)&lt;br /&gt;
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)&lt;br /&gt;
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says &amp;quot;insert text here&amp;quot;, that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)&lt;br /&gt;
:::Ah, just didn&#039;t knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I&#039;d really like to start setting up &#039;skeleton&#039; pages, already following some basic wiki guidelines to ease up work later, and that&#039;s why I based this page on the old one - I don&#039;t really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)&lt;br /&gt;
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the &#039;editorial control&#039; of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Abductors ==&lt;br /&gt;
&lt;br /&gt;
The page currently says that you&#039;ll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts. I don&#039;t want to change it in the fear that it might just be a fluke. I&#039;m on normal when I do this, I can&#039;t remember how I did on classic.&lt;br /&gt;
&lt;br /&gt;
I managed to take one Abductor down with an unboosted standard interceptor as well; but that was one lucky shot, 0,1 seconds left and about 99% damage on my interceptor. So gotta be lucky to do so.&lt;br /&gt;
&lt;br /&gt;
:Similar thing happened with me and a Battleship. A standard interceptor with a plasma managed to take it out, although it was close and I had to burn some boosts to do so. [[User:COL Tatticky|COL Tatticky]] 03:43, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hyperwave Decoder listed the crew size as 14.  Curious to see what crew size is returned for the other UFOs. ~ [[User:Drakalu|Drakalu]] 20:05, 17 October 2012 (EDT)&lt;br /&gt;
: Next one was 12.  Will probably add this kind of information once I have a larger sample size.&lt;br /&gt;
&lt;br /&gt;
== Ship Classes ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think there&#039;s a &amp;quot;Medium Scout&amp;quot;, only a Small and a Large.  Small ones are one-room, and Large have about half a dozen rooms.  Also, between Abductors and Battleships &lt;br /&gt;
there&#039;s a &amp;quot;Supply Ship&amp;quot; class.  The Overseer and Temple Ship might deserve at least brief mention here as well (even though you never actually intercept the latter). [[User:COL Tatticky|COL Tatticky]] 03:51, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Complement ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve noticed that later in the game, UFO compliments appear to contain the same number of aliens but the type changes.  For example, a Small Scout was disabled (EMP cannon) and contained 3x Muton Elite, 2 Heavy Floaters, and 2 Sectoid commanders.  Possibly the UFOs contain a leader unit/group and either a number of miscellaneous groups or break them down into scout and soldier groups and then level them up depending on the appropriate technology/escalation level.  Now that I&#039;m disabling more UFOs I&#039;ll try to test this further. ~ [[User:Drakalu|Drakalu]] 11:25, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
This is the case. The number of alien groups and aliens-per-group stays pretty constant, even though the number of aliens varies. I have noticed that once Outsiders get replaced with Sectoid Commanders, you almost always get 2 Sectoid Commanders (even though you might have only gotten one Outsider previously). --[[User:Drakmon|Drakmon]] 12:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supply Ships ==&lt;br /&gt;
&lt;br /&gt;
The text says that supply ships only seem to come after the alien base mission is complete, however, on my last game I encountered it before I completed the alien base mission.-Krikit386&lt;br /&gt;
&lt;br /&gt;
:They can appear before that, but it&#039;s not terribly likely.  I&#039;ve only got two games done so far but it seems to get Supply ships to show up before the base, you need to be dragging your feet on the plot a bit. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:00, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah, I did take my time with the alien base. I think it was a year, maybe about 7 months.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s realistic that at least on Normal, you can finish the game in less time than that.  So yeah, I expect that it&#039;s more a time-based thing than anything, and that most players so far have not seen them until after the alien base.  Remember, the game&#039;s only been out a week.  There&#039;s stuff we STILL don&#039;t know about the original, which would be old enough to vote if it was a person.  ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I updated that section to clarify that it is time based, rather than mission trigger based. Also, I&#039;ve removed references to specific alien types. Rather, I&#039;m referencing just groups of &amp;quot;alien troops&amp;quot; and the number of &amp;quot;command aliens&amp;quot; on the bridge. [[User:Drakmon|Drakmon]] 16:20, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On normal i just had a mission with landed supply ship: i&#039;ve updated the numbers for possible salvage.&lt;br /&gt;
I had 18 aliens: 1 Ethereal with 1 Muton Elite - the command squad, 3 chryssalids, 1 sectopod with 2 drones, 1 cyberdisk with a drone, 2 mutons, a muton and a berserk, 2 Mutons Elite. I think it&#039;s possible to have more than 6 troop choices or Muton Elites counts as command squad.&lt;br /&gt;
[[User:Beltorn|Beltorn]] 14:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Updated format ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve added sections for crew complement as well as likely salvage. Please populate.&lt;br /&gt;
&lt;br /&gt;
Also, if we have any details from the strategy layer on how long you have to engage the UFO when intercepting or any other stats, this would be appreciated. [[User:Drakmon|Drakmon]]&lt;br /&gt;
&lt;br /&gt;
:From what I&#039;ve seen, Terror missions and Council missions have operational windows of less than a day.  I&#039;d expect UFOs are similar; the cancel option exists mostly if you want to roll some stuff out of engineering to bring to the party.  Also, please remember to sign talk page edits with your name (three tildes ~) or name and date(four ~s).  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:33, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m actually referring to number of seconds that you have during the interception minigame to shoot down the UFO before it escapes. [[User:Drakmon|Drakmon]] 16:36, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Oh, that.  So far it seems to be about 15 seconds with a small scout, 10 with a large, and 5 with a Overseer, if using an Interceptor.  I can look into more research a bit later, but that&#039;s what sticks out in my memory.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:39, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It looks like the real benefit from having a Firestorm, other than the extra hitpoints, is an extra 10 seconds added on to the engagement timer. The Overseer had a timer of 15 seconds for me, as do Battleships [[User:Drakmon|Drakmon]] 10:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ufo immage ==&lt;br /&gt;
&lt;br /&gt;
If you want you can use my screenshot&lt;br /&gt;
&lt;br /&gt;
Large Scout (no damage)http://steamcommunity.com/sharedfiles/filedetails/?id=103088875&lt;br /&gt;
                       http://cloud-2.steampowered.com/ugc/558704160261631077/9C896E61930C19C6713A401035A646222DB04546/&lt;br /&gt;
&lt;br /&gt;
[[User:Kayato|Kayato]] 05:18, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFO Missions ==&lt;br /&gt;
&lt;br /&gt;
Added this section to the page. Note that you need a Hyperwave Decoder to see UFO missions. We&#039;ll need to do some observation to see what UFOs actually do on their missions, if anything. For example, when hunting satellites, do they actually find and destroy them? Do they only succeed at this if you fail at intercepting them? UFOs appear to have a separate set of ground-based missions (the UFO lands) as well.&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=39630</id>
		<title>UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=39630"/>
		<updated>2012-10-18T18:37:09Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;UFOs&#039;&#039;&#039; seen in the skies of &#039;&#039;[[EU (2012)|Enemy Unknown (2012)]]&#039;&#039; are yet to be identified. More information appearing here soon. Watch the skies!!!&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==UFO Types==&lt;br /&gt;
The UFOs deployed by the aliens range in size and the mission profiles they are most commonly seen on, and have other parameters yet to be determined. The exact aliens each craft carry can vary considerably due to timeline, story progression and UFO damage (both from the Interception and any damaged sustained from explosive weapons while on the ground). Salvage is also highly variable, so the numbers given below are ranges.&lt;br /&gt;
&lt;br /&gt;
===Small Scout===&lt;br /&gt;
The most basic UFO, which can be easily handled by the default Interceptor with minimal damage sustained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 2 groups of alien troops.&lt;br /&gt;
* 1 command alien on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - X Alien Alloys&lt;br /&gt;
* X - X Elerium&lt;br /&gt;
* 0 - 2 UFO Flight Computers&lt;br /&gt;
* 0 - 1 UFO Power Sources&lt;br /&gt;
&lt;br /&gt;
===Large Scout===&lt;br /&gt;
Can be handled by a default interceptor, with heavy damage sustained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 2 - 3 groups of alien troops.&lt;br /&gt;
* 1 command group on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* X - 172 Alien Alloys&lt;br /&gt;
* X - 56 Elerium&lt;br /&gt;
* 0 - 4 UFO Flight Computers&lt;br /&gt;
* 0 - 2 UFO Power Sources&lt;br /&gt;
&lt;br /&gt;
===Abductor===&lt;br /&gt;
This UFO will be announced by Central as being &amp;quot;much larger than the UFOs we have previously encountered&amp;quot;. You&#039;ll need an interceptor with an upgraded weapon to take one down consistently. The UFO itself is composed of multiple levels, including operating tables and stasis pods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 5 groups of alien troops.&lt;br /&gt;
* 2 command aliens on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* 172 - 207 Alien Alloys&lt;br /&gt;
* 56 - 76 Elerium&lt;br /&gt;
* 3 - 4 UFO Flight Computers&lt;br /&gt;
* 1 - 2 UFO Power Sources&lt;br /&gt;
* 4 - 6 Alien Stasis Tank&lt;br /&gt;
* 2 - 3 Alien Surgery&lt;br /&gt;
&lt;br /&gt;
===Supply Barge===&lt;br /&gt;
Larger than an abductor and only seems to show up after abductors. It will be very difficult to down one of these without laser or plasma weapons on your interceptor. This UFO is composed of multiple levels, with the majority of the ship devoted to a series of massive cargo holds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 5 groups of alien troops.&lt;br /&gt;
* 2 command aliens on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
Mission: Harvest live specimens&lt;br /&gt;
* X - 235 Alien Alloys&lt;br /&gt;
* X - 120 Elerium&lt;br /&gt;
* X - 4 UFO Flight Computers&lt;br /&gt;
* X - 4 UFO Power Sources&lt;br /&gt;
2 alien surgery, 8 stasis tanks&lt;br /&gt;
&lt;br /&gt;
===Battleship===&lt;br /&gt;
An advanced large UFO. Engage only with a [[Firestorm (EU2012)|Firestorm]] armed with an [[EMP_Cannon_(EU2012)|EMP Cannon]] or Fusion Lance.  Expect to take moderate-heavy damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complement&#039;&#039;&#039;&lt;br /&gt;
* 7 groups of alien troops.&lt;br /&gt;
* 1 command alien on the bridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
* 211 - 307 Alien Alloys&lt;br /&gt;
* 103 - 126 Elerium&lt;br /&gt;
* 1 - 4 UFO Flight Computers&lt;br /&gt;
* 0 - 4 UFO Power Sources&lt;br /&gt;
* 0 - 2 Fusion Core&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UFO Missions==&lt;br /&gt;
UFOs can be found on a variety of missions, however you will be unable to see what missions they are on until you have built a Hyperwave Relay in your HQ.&lt;br /&gt;
&lt;br /&gt;
===Scouting===&lt;br /&gt;
&lt;br /&gt;
===Satellite Hunting===&lt;br /&gt;
The UFO will hunt for and destroy any satellites in the region it is patrolling. Having Stealth Satellites researched from the Foundry will protect your satellites from being detected and destroyed by a UFO on this mission.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Artifacts_(EU2012)&amp;diff=37619</id>
		<title>Talk:Alien Artifacts (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Artifacts_(EU2012)&amp;diff=37619"/>
		<updated>2012-10-03T14:31:42Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: Created page with &amp;quot;In the end we will be doing pages for each research item in the game, correct, with detailed descriptions and pictures? Why not leave here a short summary for each item - name, r...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the end we will be doing pages for each research item in the game, correct, with detailed descriptions and pictures?&lt;br /&gt;
Why not leave here a short summary for each item - name, research, manufacturing and gray market prices? Basically i&#039;ll suggest leaving this page as it is atm and further works will be done, when the game is out, because we still don&#039;t know the full list. [[User:Beltorn|Beltorn]] 10:31, 3 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gray_Market_(EU2012)&amp;diff=37617</id>
		<title>Gray Market (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gray_Market_(EU2012)&amp;diff=37617"/>
		<updated>2012-10-03T14:26:23Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Known item prices:&lt;br /&gt;
&lt;br /&gt;
* Sectoid Corpse: §5&lt;br /&gt;
* Thin Men Corpse: §5&lt;br /&gt;
* Floater Corpse: §5 &lt;br /&gt;
* Muton Corpse: §5 &lt;br /&gt;
* Chryssalid Corpse: §5 &lt;br /&gt;
* Elerium: §3&lt;br /&gt;
* Alien Alloys: §2&lt;br /&gt;
* Weapon Fragment: §1&lt;br /&gt;
* UFO Flight Computer: §40&lt;br /&gt;
* UFO Power Source: §75&lt;br /&gt;
* UFO Flight Computer (Damaged): §20&lt;br /&gt;
* UFO Power Source (Damaged): §30&lt;br /&gt;
&lt;br /&gt;
Player can sell damaged UFO components, as they don&#039;t hold any value for research and manufacturing.&lt;br /&gt;
Players shouldn&#039;t sell Elerium or Alien alloys and weapon fragments in most cases as it seems that getting and researching new equipment requires very high amounts of these base resources.&lt;br /&gt;
Corpses can be used in manufacturing but over-stockpiling them isn&#039;t recommended. Further details on how many to keep and where they can be used will be added later &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reference: [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=Vyj0BDEXKPc#t=116s Video] @ 1:56.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(EU2012)&amp;diff=37610</id>
		<title>Armor (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(EU2012)&amp;diff=37610"/>
		<updated>2012-10-03T12:37:55Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor Types==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Type!!HP bonus!!Def bonus!!Extras&lt;br /&gt;
|-&lt;br /&gt;
|[[Kevlar Armor (EU2012)|Body Armor]]||1||0||&lt;br /&gt;
|-&lt;br /&gt;
|[[Carapace Armor (EU2012)|Carapace Armor]] ||4||0||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skeleton Suit (EU2012)|Skeleton Suit]] ||3||10||grapple, +3 movement squares&lt;br /&gt;
|-&lt;br /&gt;
|[[Titan Armor (EU2012)|Titan Armor]]||10||0||dual wield, poison immunity&lt;br /&gt;
|-&lt;br /&gt;
|[[Archangel Armor (EU2012)|Archangel Armor]] ||8||0||flight(6), air evade, backpack limited&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Armor (EU2012)|Ghost Armor]] ||6||20||grapple, ghost, +3 movement squares&lt;br /&gt;
|-&lt;br /&gt;
|[[Psi Armor (EU2012)|Psi Armor]] ||6||10||+20 Will, +2 movement squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Manufacturing==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Type!!Cost!!Elerium!!Alloys!!&amp;quot;Time&amp;quot;!!Engineers req&#039;d&lt;br /&gt;
|-&lt;br /&gt;
|[[Carapace Armor (EU2012)|Carapace Armor]] ||25||0||15||10||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Skeleton Suit (EU2012)|Skeleton Suit]] ||30||0||10||10||15&lt;br /&gt;
|-&lt;br /&gt;
|[[Titan Armor (EU2012)|Titan Armor]] ||150||10||35||10||25&lt;br /&gt;
|-&lt;br /&gt;
|[[Archangel Armor (EU2012)|Archangel Armor]] ||200||35||50||14||35&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Armor (EU2012)|Ghost Armor]] ||250||50||40||14||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Psi Armor (EU2012)|Psi Armor]] ||400||40||20||10||30&lt;br /&gt;
|}&lt;br /&gt;
note: how times work in-game is not yet confirmed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Armor_(EU2012)&amp;diff=37609</id>
		<title>Talk:Armor (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Armor_(EU2012)&amp;diff=37609"/>
		<updated>2012-10-03T12:35:43Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think it would be appropriate to place &amp;quot;movement bonus&amp;quot; in Extras.&lt;br /&gt;
:Agreed. Do you have the values? [[User:Hobbes|Hobbes]] 06:12, 3 October 2012 (EDT)&lt;br /&gt;
Well, they are in the table, so I&#039;ll delete that &amp;quot;movement bonus&amp;quot; column and place the values in &amp;quot;Extras&amp;quot; column [[User:Beltorn|Beltorn]] 08:35, 3 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Armor_(EU2012)&amp;diff=37608</id>
		<title>Talk:Armor (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Armor_(EU2012)&amp;diff=37608"/>
		<updated>2012-10-03T12:35:31Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think it would be appropriate to place &amp;quot;movement bonus&amp;quot; in Extras.&lt;br /&gt;
:Agreed. Do you have the values? [[User:Hobbes|Hobbes]] 06:12, 3 October 2012 (EDT)&lt;br /&gt;
WEll, they are in the table, so I&#039;ll delete that &amp;quot;movement bonus&amp;quot; column and place the values in &amp;quot;Extras&amp;quot; column [[User:Beltorn|Beltorn]] 08:35, 3 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Armor_(EU2012)&amp;diff=37601</id>
		<title>Talk:Armor (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Armor_(EU2012)&amp;diff=37601"/>
		<updated>2012-10-03T08:50:07Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: Created page with &amp;quot;I think it would be appropriate to place &amp;quot;movement bonus&amp;quot; in Extras.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think it would be appropriate to place &amp;quot;movement bonus&amp;quot; in Extras.&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(EU2012)&amp;diff=37600</id>
		<title>Soldiers (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(EU2012)&amp;diff=37600"/>
		<updated>2012-10-03T08:46:03Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: /* Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right; padding:10px;&amp;quot;&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Soldiers are your most important and valuable unit in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; and their death on the battlefield is permanent. Soldiers have distinct classes and their status can be checked at [[XCOM HQ (2012)|XCOM HQ]]&#039;s [[Barracks (EU2012)|Barracks]] facility, where you can also hire new soldiers. They can be equipped with [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)|equipment]] as required and available at the [[Armory (EU2012)|Armory]]. Soldiers may also be assigned to the [[OTS (EU2012)|Officer Training School]] in order to progress in rank and gain specific squad abilities.&lt;br /&gt;
&lt;br /&gt;
You may increase your combat troops through the following&lt;br /&gt;
* By hiring them through the Barracks facilities. &lt;br /&gt;
* By receiving soldiers of specific rank/class through the completion of specific combat missions. You get to select how they skill up.&lt;br /&gt;
* Finally there are also &#039;XCOM [[Hero (EU2012)|heroes]]&#039; - those are beefed up soldiers you can unlock as an Easter Egg. &lt;br /&gt;
&lt;br /&gt;
==Soldier Attributes==&lt;br /&gt;
===Soldier Status===&lt;br /&gt;
* Status&lt;br /&gt;
** Active&lt;br /&gt;
** On Mission&lt;br /&gt;
** Wounded&lt;br /&gt;
** Gravely Wounded&lt;br /&gt;
** Tired&lt;br /&gt;
** Exhausted&lt;br /&gt;
** KIA&lt;br /&gt;
** Psionic Testing&lt;br /&gt;
* Number of Missions&lt;br /&gt;
* Number of Kills&lt;br /&gt;
&lt;br /&gt;
===Player editable===&lt;br /&gt;
* First and Last Name&lt;br /&gt;
* Nickname (earned at Sergeant rank)&lt;br /&gt;
* Race, Voice, Head, Skin Color, Hair, Hair Color and Facial Hair&lt;br /&gt;
===Non-editable===&lt;br /&gt;
* Gender (Male/Female)&lt;br /&gt;
* Rank (see below)&lt;br /&gt;
* [[Attributes (EU2012)|Country]]&lt;br /&gt;
* [[Classes (EU2012)|Class]]&lt;br /&gt;
* Stats&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
All soldiers start as rookies with their [[Classes (EU2012)|class]] being only revealed after he/she is promoted to Squaddie and have their stats upgraded according to their class. Each class has unique [[Abilities_(EU2012)|abilities]], and will receive specific stat bonuses upon promotion but will also have specific stat limitations and/or restrictions on weapons/equipment they can carry. Generally, each promotion will require you to choose from one of two perks available to the class at that rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Class Comparison&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Class !! Description !! Move and Fire !! Firepower !! Aim !! Critical Hit Chance !! Primary Ability !! Primary Weapon&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rookie&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Basic unit || align=&amp;quot;center&amp;quot; | Yes||  align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | [[Assault Rifle (EU2012)|Assault Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Assault&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Close combat unit || align=&amp;quot;center&amp;quot; | Yes || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | Run &amp;amp; Gun ||align=&amp;quot;center&amp;quot; | [[Shotgun (EU2012)|Shotgun]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | High-caliber and explosive firepower || align=&amp;quot;center&amp;quot; | Yes || align=&amp;quot;center&amp;quot; | Very High || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Rocket Launcher || align=&amp;quot;center&amp;quot; | [[LMG (EU2012)|LMG]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Long-range accurate fire || align=&amp;quot;center&amp;quot; | No || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | Very High || align=&amp;quot;center&amp;quot; | Very High || align=&amp;quot;center&amp;quot; | Headshot ||align=&amp;quot;center&amp;quot; | [[Sniper Rifle (EU2012)|Sniper Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Support&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Jack of all trades || align=&amp;quot;center&amp;quot; | Yes||  align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Smoke Grenade || align=&amp;quot;center&amp;quot; | [[Assault Rifle (EU2012)|Assault Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psionic*&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Mental powers || align=&amp;quot;center&amp;quot; | * ||  align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | *&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Psionic class is a sub-class build from existing soldiers so it&#039;s stats will be based on the starting class.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further information about each class may be found on the [[Classes (EU2012)|Classes]] page.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
Each soldier also has a rank, starting as a rookie. As he/she progresses through the ranks it will gain additional combat abilities and stat bonuses. An officer can also provide leadership skills purchased through the Officer Training School, from Sergeant upwards. &lt;br /&gt;
Each class receives specific stat bonuses upon each rank:&lt;br /&gt;
[[Abilities (EU2012)|perks]], armor and equipment. Upon hiring Rookies&#039; stats start at the following base values:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Class, Rank and Stats Bonuses&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Class !! Squaddie !! Corporal !! Sergeant !! Lieutenant !! Captain !! Major !! Colonel !! Total&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Assault&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 4&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 24&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 4&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 7&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 3&amp;lt;br&amp;gt;Aim + 40&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Support&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 25&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abilities/Perks==&lt;br /&gt;
Perks are special [[Abilities (EU2012)|abilities]] given to specific classes or the entire squad. They can be acquired through the following:&lt;br /&gt;
* Soldier can choose between two specific class abilities upon promotion (exclusively)&lt;br /&gt;
* Purchased through the Officer Training School (require presence of high rank officer(s)) &lt;br /&gt;
* Equipment research and upgrades&lt;br /&gt;
** [[Skeleton Suit (EU2012)|Skeleton Suit]] - Grapple Hook&lt;br /&gt;
** [[Medikit (EU2012)|Medikit]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Attributes (EU2012)|Stats and Attributes]]&lt;br /&gt;
&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
* [[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
&lt;br /&gt;
* [[Equipment (EU2012)|General Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Nano-Fiber_Vest_(EU2012)&amp;diff=37599</id>
		<title>Nano-Fiber Vest (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Nano-Fiber_Vest_(EU2012)&amp;diff=37599"/>
		<updated>2012-10-03T08:40:29Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nano-Fiber Vest&lt;br /&gt;
* Cost: §12, 5 Engineers&lt;br /&gt;
* &#039;&#039;Made from a dense weave of nanotube fibers, this lightweight vest provides extra damage absorption to the wearer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Equipped in Item slot.&lt;br /&gt;
&lt;br /&gt;
STUB&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
* &#039;&#039;Flavor text from Enginering-Build/Buy Items menu&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;25%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Item Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;30px&amp;quot; align=&amp;quot;center&amp;quot; | Property !! Info &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Requires: || align=&amp;quot;center&amp;quot; | [Research (EU2012)|Research Project Name]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Cost:  || align=&amp;quot;center&amp;quot; | §xx &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Grey Market Value:  || align=&amp;quot;center&amp;quot; | §xx &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; | &#039;&#039;text here&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Shot Type || align=&amp;quot;center&amp;quot; | &#039;&#039;text here&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Terrain Damage || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Range || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Reaction Range || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Reaction Angle || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Radius (Explosives) || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Critical Chance|| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Offensive Bonus || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abilities || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Suppression || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Size || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Health Points Bonus || align=&amp;quot;center&amp;quot; |  +2 HP&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Will Bonus || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | text here || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | text here || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | text here || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&#039;&#039;Any relevant information such as where the item is equipped, how it can be used, or information about damage/abilities.  Listing of foundry upgrades have been here as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&#039;&#039;Place here internal links to wiki pages that might be relevant to the topic of the page&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=37598</id>
		<title>Abilities (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=37598"/>
		<updated>2012-10-03T08:37:42Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your soldiers&#039; actions on the battlefield can influenced by their individual abilities, which are given by their rank, class, equipment and/or perks purchased through the Officer Training School.  &lt;br /&gt;
&lt;br /&gt;
==Class &amp;amp; Rank Abilities==&lt;br /&gt;
These are special perks available to each class and rank. Up reaching a certain rank a soldier has to choose exclusively between two abilities. Click on each column to sort contents alphabetically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Assault Abilties&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain A || align=&amp;quot;center&amp;quot; | &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require overwatch.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | &#039;&#039;Reduces all normal damage taken by ??? if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | &#039;&#039;Activating Run &amp;amp; Gun now also grants +???% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Heavy Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Description  &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039; a.k.a. &#039;&#039;&#039;Tracer Beam&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039; a.k.a. &#039;&#039;&#039;Focused Supression&#039;&#039;&#039; in the demo files. It&#039;s possible that there are 2 perks using the same text, but with different percentages. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  Lieutenant A || align=&amp;quot;center&amp;quot; | &#039;&#039;+100% to damage against robotic enemies.&#039;&#039; - LMG and Rocket Launcher.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows a second use of Fire Rocket in each mission.&#039;&#039; - Also contains the name First Blood on the code. a.k.a. &#039;&#039;&#039;First Blood&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Copy || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows ??? additional standard rocket to be fired per battle.&#039;&#039; - Almost the same but above one uses a different ingame name, possibly allowing for even more rockets. A different perk? Or could it be meant for Support?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Improved Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled/ Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -65 Aim penalty.&#039;&#039; It&#039;s possible that there&#039;s an upgrade to the suppression perk with different percentages. &lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Sniper Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;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.&#039;&#039; a.k.a. &#039;&#039;&#039;Precision Shot&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows firing at targets in any ally&#039;s sight radius.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A  || align=&amp;quot;center&amp;quot; | &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers 2 bonus damage with pistols.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain A || align=&amp;quot;center&amp;quot; | &#039;&#039;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | &#039;&#039;Both actions can be used for Standard/Precision/Disabling Shot. 2 turn cool down.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;In The Zone || align=&amp;quot;center&amp;quot; | Colonel B || align=&amp;quot;center&amp;quot; | &#039;&#039;Killing a flanked or uncovered target with the sniper rifle does not cost an action.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Too Close For Comfort&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled/ Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Aim penalty for close proximity is halved.&#039;&#039; - appears grouped with the rest of the Sniper class.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Support Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Description  &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows the support to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows ??? additional use of Smoke Grenade each mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Field Medic || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows medikits to be used 3 times per battle instead of once.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Revive || align=&amp;quot;center&amp;quot; | Lieutenant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain  A || align=&amp;quot;center&amp;quot; | &#039;&#039;Smoke Grenades now contain powerful stimulants that grant +??? Will and +???% critical chance for all units in the cloud.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | &#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by ???.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers an additional item slot in inventory.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | &#039;&#039;Medikits restore ??? more health per use.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel B || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Psionic Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Trainee? || align=&amp;quot;center&amp;quot; | &#039;&#039;Psionically assisting an ally, granting the ally an array of stat bonuses.&#039;&#039; - Very likely an ability restricted to aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Specialist?  || align=&amp;quot;center&amp;quot; | &#039;&#039;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. Robotic units are immune. Lasts ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Specialist? || align=&amp;quot;center&amp;quot; | &#039;&#039;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. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Operative? || align=&amp;quot;center&amp;quot; | &#039;&#039;Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by ??? for ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Operative? || align=&amp;quot;center&amp;quot; | &#039;&#039;Cause target to panic on its following turn, if the target&#039;s Will is overcome. Robotic enemies are immune. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Volunteer? || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rift&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Volunteer? || align=&amp;quot;center&amp;quot; | &#039;&#039;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. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer Training School Abilities==&lt;br /&gt;
These abilities can be obtained/purchased through building an [[OTS (EU2012)|Officer Training School]]. They have a monetary cost and require specific ranks to be purchased/activated.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ OTS Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Wet Work&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | +25% experience gained from kills&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size I&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | Squad size increased to 5 soldiers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; | Soldiers heal twice as fast from wounds taken in combat.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size II&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | Squad size increased to 6 soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Iron Will&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | Soldiers receive a larger Will bonus each time they are promoted.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;New Guy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | New soldiers are automatically promoted to the &amp;quot;Squaddie&amp;quot; rank.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Don&#039;t Die On Me&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | The higher the rank, the more likely the soldier will be critically wounded instead of killed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment Abilities==&lt;br /&gt;
These are specific abilities provided by the presence or use of selected [[Equipment (EU2012)#Portable Equipment|equipment]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Equipment Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Equipment Required !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heal Wound&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Medikit (EU2012)|Medikit]] || align=&amp;quot;center&amp;quot; | Use the Medikit to heal up to 4 Health Points or 8 points if the soldier is Support class.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grapple Hook&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Skeleton Suit (EU2012)|Skeleton Suit]]&amp;lt;br&amp;gt;[[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | Use the grappling hook to reach high locations.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stealth&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;The Ghost Armor&#039;s stealth systems can be activated up to 4 times per battle. Activating Ghost Mode does not cost an action or end the wearer&#039;s turn. The wearer becomes invisible to enemies, but must re-activate Ghost Mode each turn to remain so. Firing from stealth confers a large bonus to critical hit chance.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Arc Thrower (EU2012)|Arc Thrower]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Can incapacitate enemy targets. Higher chance if the target&#039;s health is at 3 HP or below. &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Combat Stims (EU2012)|Combat Stims]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Use combat stimulantes to temporarily increase soldier&#039;s stats.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Elevated Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Terrain || align=&amp;quot;center&amp;quot; | &#039;&#039;All units receive offensive bonuses against enemies on lower ground.&#039;&#039; - Also shared with aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Airborne&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; - Also shared with flying aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Evasion&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Enemies targeting this unit when it is airborne suffer a -??? Aim penalty.&#039;&#039; - Also shared with flying aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hardened&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -???% chance to inflict critical hits.&amp;quot;&#039;&#039;. Also shared with some aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Robotic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | Robotic units are immune to Psi and poison attacks. Also shared with some aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Immunity&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Titan Armor (EU2012)|Titan Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Unique Alien Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Race !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Melee Only&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] &amp;lt;br&amp;gt; [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | Unit may not use ranged weapons. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ready For Anything&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows Overwatch after shooting, even if no actions remain.&#039;&#039; - Reported in the demo. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectoid Commander (EU2012)|Sectoid Commander]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Merge minds with all lesser allies of the same species nearby, granting them +??? critical chance and +??? health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heat Wave&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one turn to warm up.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Drain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Drain health from an ally.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Repair&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Switch to closed mode for increased defense. Allows Death Blossom attack.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blood Call&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Intimidate&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bloodlust&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bull Rush&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Death Blossom&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Launch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Floater (EU2012)|Floater]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bombard&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Leap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Spit&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Poison enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Implant&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Head Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Civilian (EU2012)|Civilian]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Destroy Terrain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Destroy Terrain or other environmental annoyances at will.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Vengeance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | All aliens? || align=&amp;quot;center&amp;quot; | &#039;&#039;If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it.You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.&#039;&#039; - Reported on the demo.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blitz&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;If you kill an enemy during your action phase, then immediately after it ends you may take a regular shot.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Modern Foxhole&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;You can use a gadget to create a force shield that blocks movement and provides partial cover. It expires after 3 turns, or can be turned off. It can be destroyed by enemy weapon fire.&#039;&#039; - the last three abilities were thought to be disabled until Vengeance was reported on the demo. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Multiplayer and Disabled Abilities==&lt;br /&gt;
All other information about abilities present in the demo code. Most don&#039;t appear to work and are merely listed for documentation. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Race !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Torch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mark&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Command&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Give a free move to any squadmate that has ended their turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Repair S.H.I.V&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer || align=&amp;quot;center&amp;quot; | &#039;&#039;Use the [[Arc Thrower (EU2012)|Arc Thrower]] to repair ??? HP.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Bless&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Motion Detector&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Target&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Defense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damage Cover&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Damage and potentially destroy enemy cover or other environmental elements.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
(ingame descriptions appear on &#039;&#039;Italic text&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
&lt;br /&gt;
[[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment (EU2012)|Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=37597</id>
		<title>Abilities (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=37597"/>
		<updated>2012-10-03T08:35:39Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your soldiers&#039; actions on the battlefield can influenced by their individual abilities, which are given by their rank, class, equipment and/or perks purchased through the Officer Training School.  &lt;br /&gt;
&lt;br /&gt;
==Class &amp;amp; Rank Abilities==&lt;br /&gt;
These are special perks available to each class and rank. Up reaching a certain rank a soldier has to choose exclusively between two abilities. Click on each column to sort contents alphabetically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Assault Abilties&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain A || align=&amp;quot;center&amp;quot; | &#039;&#039;Activating Run &amp;amp; Gun now also grants +???% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require overwatch.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | &#039;&#039;Reduces all normal damage taken by ??? if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Heavy Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Description  &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039; a.k.a. &#039;&#039;&#039;Tracer Beam&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039; a.k.a. &#039;&#039;&#039;Focused Supression&#039;&#039;&#039; in the demo files. It&#039;s possible that there are 2 perks using the same text, but with different percentages. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  Lieutenant A || align=&amp;quot;center&amp;quot; | &#039;&#039;+100% to damage against robotic enemies.&#039;&#039; - LMG and Rocket Launcher.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows a second use of Fire Rocket in each mission.&#039;&#039; - Also contains the name First Blood on the code. a.k.a. &#039;&#039;&#039;First Blood&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Copy || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows ??? additional standard rocket to be fired per battle.&#039;&#039; - Almost the same but above one uses a different ingame name, possibly allowing for even more rockets. A different perk? Or could it be meant for Support?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Improved Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled/ Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -65 Aim penalty.&#039;&#039; It&#039;s possible that there&#039;s an upgrade to the suppression perk with different percentages. &lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Sniper Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;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.&#039;&#039; a.k.a. &#039;&#039;&#039;Precision Shot&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows firing at targets in any ally&#039;s sight radius.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A  || align=&amp;quot;center&amp;quot; | &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers 2 bonus damage with pistols.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain A || align=&amp;quot;center&amp;quot; | &#039;&#039;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | &#039;&#039;Both actions can be used for Standard/Precision/Disabling Shot. 2 turn cool down.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;In The Zone || align=&amp;quot;center&amp;quot; | Colonel B || align=&amp;quot;center&amp;quot; | &#039;&#039;Killing a flanked or uncovered target with the sniper rifle does not cost an action.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Too Close For Comfort&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled/ Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Aim penalty for close proximity is halved.&#039;&#039; - appears grouped with the rest of the Sniper class.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Support Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Description  &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows the support to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows ??? additional use of Smoke Grenade each mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Field Medic || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows medikits to be used 3 times per battle instead of once.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Revive || align=&amp;quot;center&amp;quot; | Lieutenant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain  A || align=&amp;quot;center&amp;quot; | &#039;&#039;Smoke Grenades now contain powerful stimulants that grant +??? Will and +???% critical chance for all units in the cloud.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | &#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by ???.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers an additional item slot in inventory.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | &#039;&#039;Medikits restore ??? more health per use.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel B || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Psionic Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Trainee? || align=&amp;quot;center&amp;quot; | &#039;&#039;Psionically assisting an ally, granting the ally an array of stat bonuses.&#039;&#039; - Very likely an ability restricted to aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Specialist?  || align=&amp;quot;center&amp;quot; | &#039;&#039;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. Robotic units are immune. Lasts ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Specialist? || align=&amp;quot;center&amp;quot; | &#039;&#039;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. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Operative? || align=&amp;quot;center&amp;quot; | &#039;&#039;Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by ??? for ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Operative? || align=&amp;quot;center&amp;quot; | &#039;&#039;Cause target to panic on its following turn, if the target&#039;s Will is overcome. Robotic enemies are immune. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Volunteer? || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rift&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Volunteer? || align=&amp;quot;center&amp;quot; | &#039;&#039;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. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer Training School Abilities==&lt;br /&gt;
These abilities can be obtained/purchased through building an [[OTS (EU2012)|Officer Training School]]. They have a monetary cost and require specific ranks to be purchased/activated.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ OTS Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Wet Work&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | +25% experience gained from kills&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size I&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | Squad size increased to 5 soldiers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; | Soldiers heal twice as fast from wounds taken in combat.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size II&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | Squad size increased to 6 soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Iron Will&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | Soldiers receive a larger Will bonus each time they are promoted.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;New Guy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | New soldiers are automatically promoted to the &amp;quot;Squaddie&amp;quot; rank.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Don&#039;t Die On Me&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | The higher the rank, the more likely the soldier will be critically wounded instead of killed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment Abilities==&lt;br /&gt;
These are specific abilities provided by the presence or use of selected [[Equipment (EU2012)#Portable Equipment|equipment]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Equipment Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Equipment Required !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heal Wound&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Medikit (EU2012)|Medikit]] || align=&amp;quot;center&amp;quot; | Use the Medikit to heal up to 4 Health Points or 8 points if the soldier is Support class.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grapple Hook&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Skeleton Suit (EU2012)|Skeleton Suit]]&amp;lt;br&amp;gt;[[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | Use the grappling hook to reach high locations.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stealth&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;The Ghost Armor&#039;s stealth systems can be activated up to 4 times per battle. Activating Ghost Mode does not cost an action or end the wearer&#039;s turn. The wearer becomes invisible to enemies, but must re-activate Ghost Mode each turn to remain so. Firing from stealth confers a large bonus to critical hit chance.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Arc Thrower (EU2012)|Arc Thrower]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Can incapacitate enemy targets. Higher chance if the target&#039;s health is at 3 HP or below. &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Combat Stims (EU2012)|Combat Stims]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Use combat stimulantes to temporarily increase soldier&#039;s stats.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Elevated Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Terrain || align=&amp;quot;center&amp;quot; | &#039;&#039;All units receive offensive bonuses against enemies on lower ground.&#039;&#039; - Also shared with aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Airborne&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; - Also shared with flying aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Evasion&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Enemies targeting this unit when it is airborne suffer a -??? Aim penalty.&#039;&#039; - Also shared with flying aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hardened&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -???% chance to inflict critical hits.&amp;quot;&#039;&#039;. Also shared with some aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Robotic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | Robotic units are immune to Psi and poison attacks. Also shared with some aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Immunity&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Titan Armor (EU2012)|Titan Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Unique Alien Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Race !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Melee Only&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] &amp;lt;br&amp;gt; [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | Unit may not use ranged weapons. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ready For Anything&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows Overwatch after shooting, even if no actions remain.&#039;&#039; - Reported in the demo. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectoid Commander (EU2012)|Sectoid Commander]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Merge minds with all lesser allies of the same species nearby, granting them +??? critical chance and +??? health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heat Wave&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one turn to warm up.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Drain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Drain health from an ally.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Repair&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Switch to closed mode for increased defense. Allows Death Blossom attack.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blood Call&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Intimidate&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bloodlust&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bull Rush&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Death Blossom&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Launch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Floater (EU2012)|Floater]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bombard&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Leap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Spit&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Poison enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Implant&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Head Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Civilian (EU2012)|Civilian]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Destroy Terrain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Destroy Terrain or other environmental annoyances at will.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Vengeance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | All aliens? || align=&amp;quot;center&amp;quot; | &#039;&#039;If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it.You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.&#039;&#039; - Reported on the demo.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blitz&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;If you kill an enemy during your action phase, then immediately after it ends you may take a regular shot.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Modern Foxhole&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;You can use a gadget to create a force shield that blocks movement and provides partial cover. It expires after 3 turns, or can be turned off. It can be destroyed by enemy weapon fire.&#039;&#039; - the last three abilities were thought to be disabled until Vengeance was reported on the demo. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Multiplayer and Disabled Abilities==&lt;br /&gt;
All other information about abilities present in the demo code. Most don&#039;t appear to work and are merely listed for documentation. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Race !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Torch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mark&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Command&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Give a free move to any squadmate that has ended their turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Repair S.H.I.V&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer || align=&amp;quot;center&amp;quot; | &#039;&#039;Use the [[Arc Thrower (EU2012)|Arc Thrower]] to repair ??? HP.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Bless&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Motion Detector&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Target&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Defense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damage Cover&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Damage and potentially destroy enemy cover or other environmental elements.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
(ingame descriptions appear on &#039;&#039;Italic text&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
&lt;br /&gt;
[[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment (EU2012)|Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=37596</id>
		<title>Abilities (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=37596"/>
		<updated>2012-10-03T08:35:04Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your soldiers&#039; actions on the battlefield can influenced by their individual abilities, which are given by their rank, class, equipment and/or perks purchased through the Officer Training School.  &lt;br /&gt;
&lt;br /&gt;
==Class &amp;amp; Rank Abilities==&lt;br /&gt;
These are special perks available to each class and rank. Up reaching a certain rank a soldier has to choose exclusively between two abilities. Click on each column to sort contents alphabetically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Assault Abilties&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain A || align=&amp;quot;center&amp;quot; | &#039;&#039;Activating Run &amp;amp; Gun now also grants +???% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require overwatch.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | &#039;&#039;Reduces all normal damage taken by ??? if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | &#039;&#039;Adds ??? damage on critical hits for each enemy the squad can see (up to ???).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Heavy Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Description  &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039; a.k.a. &#039;&#039;&#039;Tracer Beam&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039; a.k.a. &#039;&#039;&#039;Focused Supression&#039;&#039;&#039; in the demo files. It&#039;s possible that there are 2 perks using the same text, but with different percentages. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  Lieutenant A || align=&amp;quot;center&amp;quot; | &#039;&#039;+100% to damage against robotic enemies.&#039;&#039; - LMG and Rocket Launcher.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows a second use of Fire Rocket in each mission.&#039;&#039; - Also contains the name First Blood on the code. a.k.a. &#039;&#039;&#039;First Blood&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Copy || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows ??? additional standard rocket to be fired per battle.&#039;&#039; - Almost the same but above one uses a different ingame name, possibly allowing for even more rockets. A different perk? Or could it be meant for Support?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Improved Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled/ Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -65 Aim penalty.&#039;&#039; It&#039;s possible that there&#039;s an upgrade to the suppression perk with different percentages. &lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Sniper Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;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.&#039;&#039; a.k.a. &#039;&#039;&#039;Precision Shot&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows firing at targets in any ally&#039;s sight radius.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A  || align=&amp;quot;center&amp;quot; | &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers 2 bonus damage with pistols.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain A || align=&amp;quot;center&amp;quot; | &#039;&#039;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | &#039;&#039;Both actions can be used for Standard/Precision/Disabling Shot. 2 turn cool down.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;In The Zone || align=&amp;quot;center&amp;quot; | Colonel B || align=&amp;quot;center&amp;quot; | &#039;&#039;Killing a flanked or uncovered target with the sniper rifle does not cost an action.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Too Close For Comfort&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled/ Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Aim penalty for close proximity is halved.&#039;&#039; - appears grouped with the rest of the Sniper class.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Support Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Description  &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows the support to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows ??? additional use of Smoke Grenade each mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Field Medic || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows medikits to be used 3 times per battle instead of once.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Revive || align=&amp;quot;center&amp;quot; | Lieutenant A || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; | &#039;&#039;Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain  A || align=&amp;quot;center&amp;quot; | &#039;&#039;Smoke Grenades now contain powerful stimulants that grant +??? Will and +???% critical chance for all units in the cloud.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | &#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by ???.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers an additional item slot in inventory.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | &#039;&#039;Medikits restore ??? more health per use.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel B || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Psionic Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Trainee? || align=&amp;quot;center&amp;quot; | &#039;&#039;Psionically assisting an ally, granting the ally an array of stat bonuses.&#039;&#039; - Very likely an ability restricted to aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Specialist?  || align=&amp;quot;center&amp;quot; | &#039;&#039;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. Robotic units are immune. Lasts ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Specialist? || align=&amp;quot;center&amp;quot; | &#039;&#039;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. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Operative? || align=&amp;quot;center&amp;quot; | &#039;&#039;Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by ??? for ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Operative? || align=&amp;quot;center&amp;quot; | &#039;&#039;Cause target to panic on its following turn, if the target&#039;s Will is overcome. Robotic enemies are immune. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Volunteer? || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rift&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Volunteer? || align=&amp;quot;center&amp;quot; | &#039;&#039;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. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer Training School Abilities==&lt;br /&gt;
These abilities can be obtained/purchased through building an [[OTS (EU2012)|Officer Training School]]. They have a monetary cost and require specific ranks to be purchased/activated.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ OTS Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Wet Work&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | +25% experience gained from kills&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size I&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | Squad size increased to 5 soldiers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; | Soldiers heal twice as fast from wounds taken in combat.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Size II&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | Squad size increased to 6 soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Iron Will&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | Soldiers receive a larger Will bonus each time they are promoted.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;New Guy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; | New soldiers are automatically promoted to the &amp;quot;Squaddie&amp;quot; rank.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Don&#039;t Die On Me&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | The higher the rank, the more likely the soldier will be critically wounded instead of killed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment Abilities==&lt;br /&gt;
These are specific abilities provided by the presence or use of selected [[Equipment (EU2012)#Portable Equipment|equipment]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Equipment Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Equipment Required !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heal Wound&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Medikit (EU2012)|Medikit]] || align=&amp;quot;center&amp;quot; | Use the Medikit to heal up to 4 Health Points or 8 points if the soldier is Support class.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grapple Hook&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Skeleton Suit (EU2012)|Skeleton Suit]]&amp;lt;br&amp;gt;[[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | Use the grappling hook to reach high locations.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stealth&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;The Ghost Armor&#039;s stealth systems can be activated up to 4 times per battle. Activating Ghost Mode does not cost an action or end the wearer&#039;s turn. The wearer becomes invisible to enemies, but must re-activate Ghost Mode each turn to remain so. Firing from stealth confers a large bonus to critical hit chance.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Arc Thrower (EU2012)|Arc Thrower]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Can incapacitate enemy targets. Higher chance if the target&#039;s health is at 3 HP or below. &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Combat Stims (EU2012)|Combat Stims]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Use combat stimulantes to temporarily increase soldier&#039;s stats.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Elevated Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Terrain || align=&amp;quot;center&amp;quot; | &#039;&#039;All units receive offensive bonuses against enemies on lower ground.&#039;&#039; - Also shared with aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Airborne&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; - Also shared with flying aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Evasion&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Enemies targeting this unit when it is airborne suffer a -??? Aim penalty.&#039;&#039; - Also shared with flying aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hardened&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -???% chance to inflict critical hits.&amp;quot;&#039;&#039;. Also shared with some aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Robotic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | Robotic units are immune to Psi and poison attacks. Also shared with some aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Immunity&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Titan Armor (EU2012)|Titan Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Unique Alien Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Race !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Melee Only&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] &amp;lt;br&amp;gt; [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | Unit may not use ranged weapons. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ready For Anything&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows Overwatch after shooting, even if no actions remain.&#039;&#039; - Reported in the demo. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectoid Commander (EU2012)|Sectoid Commander]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Merge minds with all lesser allies of the same species nearby, granting them +??? critical chance and +??? health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heat Wave&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one turn to warm up.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Drain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Drain health from an ally.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Repair&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Switch to closed mode for increased defense. Allows Death Blossom attack.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blood Call&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Intimidate&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bloodlust&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bull Rush&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Death Blossom&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Launch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Floater (EU2012)|Floater]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bombard&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Leap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Spit&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Poison enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Implant&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Head Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Civilian (EU2012)|Civilian]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Destroy Terrain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Destroy Terrain or other environmental annoyances at will.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Vengeance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | All aliens? || align=&amp;quot;center&amp;quot; | &#039;&#039;If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it.You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.&#039;&#039; - Reported on the demo.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blitz&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;If you kill an enemy during your action phase, then immediately after it ends you may take a regular shot.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Modern Foxhole&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;You can use a gadget to create a force shield that blocks movement and provides partial cover. It expires after 3 turns, or can be turned off. It can be destroyed by enemy weapon fire.&#039;&#039; - the last three abilities were thought to be disabled until Vengeance was reported on the demo. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Multiplayer and Disabled Abilities==&lt;br /&gt;
All other information about abilities present in the demo code. Most don&#039;t appear to work and are merely listed for documentation. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Race !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Torch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mark&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Command&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Give a free move to any squadmate that has ended their turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Repair S.H.I.V&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer || align=&amp;quot;center&amp;quot; | &#039;&#039;Use the [[Arc Thrower (EU2012)|Arc Thrower]] to repair ??? HP.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Bless&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Motion Detector&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Target&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Defense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damage Cover&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Damage and potentially destroy enemy cover or other environmental elements.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
(ingame descriptions appear on &#039;&#039;Italic text&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
&lt;br /&gt;
[[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment (EU2012)|Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(EU2012)&amp;diff=36931</id>
		<title>Hangar (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(EU2012)&amp;diff=36931"/>
		<updated>2012-09-24T16:44:20Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At the start you get 2 Raven interceptors and 1 Skyranger.&lt;br /&gt;
&lt;br /&gt;
A Raven Interceptor costs 40$ to buy and 20$ to maintain each month.&lt;br /&gt;
&lt;br /&gt;
There is only one Skyranger and it costs 20$ to maintain.&lt;br /&gt;
&lt;br /&gt;
After some research, there appears &amp;quot;new fighter craft&amp;quot; - Firestorm interceptor&lt;br /&gt;
&lt;br /&gt;
It requires 31 alien alloys, 2 UFO nav-computers and 1 UFO power source and 157$.&lt;br /&gt;
&lt;br /&gt;
Each interceptor is armed with &amp;quot;Avalanche&amp;quot; missiles, but can mount other weapon systems.&lt;br /&gt;
&lt;br /&gt;
Phoenix cannon, Laser Cannon, EM(P) cannon, most-likely plasma cannon.&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(EU2012)&amp;diff=36929</id>
		<title>Hangar (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(EU2012)&amp;diff=36929"/>
		<updated>2012-09-24T16:42:47Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: Created page with &amp;quot;At the start you get 2 Raven interceptors and 1 Skyranger.  A Raven Interceptor costs 40$ to buy and 20$ to maintain each month.  There is only one Skyranger and it costs 20$ to ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At the start you get 2 Raven interceptors and 1 Skyranger.&lt;br /&gt;
&lt;br /&gt;
A Raven Interceptor costs 40$ to buy and 20$ to maintain each month.&lt;br /&gt;
&lt;br /&gt;
There is only one Skyranger and it costs 20$ to maintain.&lt;br /&gt;
&lt;br /&gt;
After some research, there appears &amp;quot;new fighter craft&amp;quot; - Firestorm interceptor&lt;br /&gt;
&lt;br /&gt;
It requires 31 alien alloys, 2 UFO nav-computers and 1 UFO power source and 157$.&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36919</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36919"/>
		<updated>2012-09-24T14:30:10Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in X-COM: Enemy Unknown are divided into classes, where each class has unique abilities (a.k.a. &amp;quot;perks&amp;quot;). On the first level up from Rookie to Squaddie the soldier gets assigned a random class with an initial ability. As they level up soldiers get to choose one of two abilites (with some exceptions) on each level to a total of 6 more (7 including the Squaddie rank).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; width:150px; margin:10px; text-align:center&amp;quot;&lt;br /&gt;
|+ Solder Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Rookie&lt;br /&gt;
|-&lt;br /&gt;
| Squaddie&lt;br /&gt;
|-&lt;br /&gt;
| Corporal&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| Major&lt;br /&gt;
|-&lt;br /&gt;
| Colonel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assault ===&lt;br /&gt;
A mobile soldier with extra power at shorter range, a good choice for close quarter combat and maps with constricting spaces and limited vision.  The Run &amp;amp; Gun ability make Assault soldiers particularly useful for outflanking your opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
# &#039;&#039;Run &amp;amp; Gun&#039;&#039; (allows to move and make a shot, including at the end of dashing, can&#039;t use equipment, cooldown 3 rounds).&lt;br /&gt;
# &#039;&#039;Tactical Sense&#039;&#039; (+5 to defense per enemy close to you, up to 20 ).&amp;lt;br/&amp;gt; &#039;&#039;Aggression&#039;&#039; (+10 to crit per enemy close to you up to 30).&lt;br /&gt;
# &#039;&#039;Lightning Reflexes&#039;&#039; (ignores first reaction fire on that turn).&amp;lt;br/&amp;gt; &#039;&#039;Close &amp;amp; Personal&#039;&#039; (+30 to crit, reduces with distance).&lt;br /&gt;
&lt;br /&gt;
=== Heavy ===&lt;br /&gt;
Carries high-damage weapons including a rocket launcher and heavy machine gun.  These front &amp;amp; center soldiers tend to have more hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;Fire Rocket&#039;&#039;, (fires a 6 dmg rocket  once per combat, requires both action points, one use).&lt;br /&gt;
# &#039;&#039;Bullet Swarm&#039;&#039;, (allows to shoot and then move or shoot twice).&amp;lt;br/&amp;gt;  &#039;&#039;Holo-Targeting&#039;&#039;, (gives +10 to Aim against your target for squad mates).&lt;br /&gt;
# &#039;&#039;Shredder Rocket&#039;&#039;, (gives a +33% bonus to damage against that target, deals 4 damage, lasts 4 turns. Counts as separate ability from &amp;quot;Fire Rocket&amp;quot;, not an upgrade. Yes we can fire both rockets).&amp;lt;br/&amp;gt;  &#039;&#039;Suppression&#039;&#039; (-30 Aim to enemy, allows a reaction shot if the target moves).&lt;br /&gt;
# &#039;&#039;HEAT rounds&#039;&#039;, (+100% to damage against robotic enemies).&amp;lt;br/&amp;gt;  &#039;&#039;Rapid Reaction&#039;&#039;, (Gives a second reaction fire if the first one was successful).&lt;br /&gt;
# &#039;&#039;Grenadier&#039;&#039;, (now carries 2 grenades instead of one, if grenades are equipped).&amp;lt;br/&amp;gt; &#039;&#039;Danger Zone&#039;&#039;, (increases AoE of rockets and suppression by 2).&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
This is a light, mobile soldier with few hit points. The Sniper needs to stay behind the front lines to survive and thrive. Equipping the Sniper with armor that has a grappling hook is particularly helpful to establish a safe shooting position with wide field coverage and to use the Damn Good Ground perk. A Sniper can only fire pistols after moving, unless it chooses the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; ability which allows to fire its sniper rifle after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;Headshot&#039;&#039;, (+30 to crits, cooldown 2 rounds).&lt;br /&gt;
# &#039;&#039;Snap shot&#039;&#039;, (allows to make a shot with SR after moving, this shot has -20 to Aim).&amp;lt;br/&amp;gt; &#039;&#039;Squad sight&#039;&#039;, (allows to target enemies not seen by sniper but seen by squadmates, requires clear line of fire).&lt;br /&gt;
:&#039;&#039;Damn Good Ground&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
A light unit that cannot take as much damage as a Heavy.  Intended to either stay behind the front lines in order to heal damaged units, provide cover for forward units, and help out-flank opponents if Assaults are pinned down or have been lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;Smoke grenade&#039;&#039;, (throw a grenade that provides half cover in a radius, lasts 2 turns, one use).&lt;br /&gt;
# &#039;&#039;Sprinter&#039;&#039;, (increases movement by 3 squares per action point).&amp;lt;br/&amp;gt; &#039;&#039;Covering Fire&#039;&#039;, (Allows reaction fire against opponents who try to shoot).&lt;br /&gt;
# &#039;&#039;Field Medic (gives 3 healing)&#039;&#039;&lt;br /&gt;
# &#039;&#039;Revive&#039;&#039; (Restores critically wounded operative to 33% health).&amp;lt;br/&amp;gt; &#039;&#039;Rifle Suppression&#039;&#039;, (-30 to target&#039;s Aim, gives reaction fire if moves).&lt;br /&gt;
&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
A Psionic is a late game class that appears once you tested your soldiers for psionic ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Mind Control&#039;&#039;, (Converts an enemy unit to your control for 5 turns.  Take care, as the death of the controlling Psi unit also results in the death of the controlled enemy.)&lt;br /&gt;
:* &#039;&#039;Panic&#039;&#039;, (Panics the targeted unit causing it to behave erratically including hunkering down, firing wildly, and running away.  A Panic&#039;d unit does not take orders from the player.)&lt;br /&gt;
:* &#039;&#039;Rift&#039;&#039;, (Psionic storm attack.  It is free aim with limited range.)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment (EU2012)|Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36918</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36918"/>
		<updated>2012-09-24T14:26:24Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in X-COM: Enemy Unknown are divided into classes, where each class has unique abilities (a.k.a. &amp;quot;perks&amp;quot;). On the first level up from Rookie to Squaddie the soldier gets assigned a random class with an initial ability. As they level up soldiers get to choose one of two abilites (with some exceptions) on each level to a total of 6 more (7 including the Squaddie rank).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; width:150px; margin:10px; text-align:center&amp;quot;&lt;br /&gt;
|+ Solder Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Rookie&lt;br /&gt;
|-&lt;br /&gt;
| Squaddie&lt;br /&gt;
|-&lt;br /&gt;
| Corporal&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| Major&lt;br /&gt;
|-&lt;br /&gt;
| Colonel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assault ===&lt;br /&gt;
A mobile soldier with extra power at shorter range, a good choice for close quarter combat and maps with constricting spaces and limited vision.  The Run &amp;amp; Gun ability make Assault soldiers particularly useful for outflanking your opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
# &#039;&#039;Run &amp;amp; Gun&#039;&#039; (allows to move and make a shot, including at the end of dashing, can&#039;t use equipment, cooldown 3 rounds).&lt;br /&gt;
# &#039;&#039;Tactical Sense&#039;&#039; (+5 to defense per enemy close to you, up to 20 ).&amp;lt;br/&amp;gt; &#039;&#039;Aggression&#039;&#039; (+10 to crit per enemy close to you up to 30).&lt;br /&gt;
# &#039;&#039;Lightning Reflexes&#039;&#039; (ignores first reaction fire on that turn).&amp;lt;br/&amp;gt; &#039;&#039;Close &amp;amp; Personal&#039;&#039; (+30 to crit, reduces with distance).&lt;br /&gt;
&lt;br /&gt;
=== Heavy ===&lt;br /&gt;
Carries high-damage weapons including a rocket launcher and heavy machine gun.  These front &amp;amp; center soldiers tend to have more hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;Fire Rocket&#039;&#039;, (fires a 6 dmg rocket  once per combat, requires both action points, one use).&lt;br /&gt;
# &#039;&#039;Bullet Swarm&#039;&#039;, (allows to shoot and then move or shoot twice).&amp;lt;br/&amp;gt;  &#039;&#039;Holo-Targeting&#039;&#039;, (gives +10 to Aim against your target for squad mates).&lt;br /&gt;
# &#039;&#039;Shredder Rocket&#039;&#039;, (gives a +33% bonus to damage against that target, deals 4 damage, lasts 4 turns. Could be that it gives a second shot with RL).&amp;lt;br/&amp;gt;  &#039;&#039;Suppression&#039;&#039; (-30 Aim to enemy, allows a reaction shot if the target moves).&lt;br /&gt;
# &#039;&#039;HEAT rounds&#039;&#039;, (+100% to damage against robotic enemies).&amp;lt;br/&amp;gt;  &#039;&#039;Rapid Reaction&#039;&#039;, (Gives a second reaction fire if the first one was successful).&lt;br /&gt;
# &#039;&#039;Grenadier&#039;&#039;, (now carries 2 grenades instead of one, if grenades are equipped).&amp;lt;br/&amp;gt; &#039;&#039;Danger Zone&#039;&#039;, (increases AoE of rockets and suppression by 2).&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
This is a light, mobile soldier with few hit points. The Sniper needs to stay behind the front lines to survive and thrive. Equipping the Sniper with armor that has a grappling hook is particularly helpful to establish a safe shooting position with wide field coverage and to use the Damn Good Ground perk. A Sniper can only fire pistols after moving, unless it chooses the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; ability which allows to fire its sniper rifle after moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;Headshot&#039;&#039;, (+30 to crits, cooldown 2 rounds).&lt;br /&gt;
# &#039;&#039;Snap shot&#039;&#039;, (allows to make a shot with SR after moving, this shot has -20 to Aim).&amp;lt;br/&amp;gt; &#039;&#039;Squad sight&#039;&#039;, (allows to target enemies not seen by sniper but seen by squadmates, requires clear line of fire).&lt;br /&gt;
:&#039;&#039;Damn Good Ground&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
A light unit that cannot take as much damage as a Heavy.  Intended to either stay behind the front lines in order to heal damaged units, provide cover for forward units, and help out-flank opponents if Assaults are pinned down or have been lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;Smoke grenade&#039;&#039;, (throw a grenade that provides half cover in a radius, lasts 2 turns, one use).&lt;br /&gt;
# &#039;&#039;Sprinter&#039;&#039;, (increases movement by 3 squares per action point).&amp;lt;br/&amp;gt; &#039;&#039;Covering Fire&#039;&#039;, (Allows reaction fire against opponents who try to shoot).&lt;br /&gt;
# &#039;&#039;Field Medic (gives 3 healing)&#039;&#039;&lt;br /&gt;
# &#039;&#039;Revive&#039;&#039; (Restores critically wounded operative to 33% health).&amp;lt;br/&amp;gt; &#039;&#039;Rifle Suppression&#039;&#039;, (-30 to target&#039;s Aim, gives reaction fire if moves).&lt;br /&gt;
&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
A Psionic is a late game class that appears once you tested your soldiers for psionic ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Mind Control&#039;&#039;, (Converts an enemy unit to your control for 5 turns.  Take care, as the death of the controlling Psi unit also results in the death of the controlled enemy.)&lt;br /&gt;
:* &#039;&#039;Panic&#039;&#039;, (Panics the targeted unit causing it to behave erratically including hunkering down, firing wildly, and running away.  A Panic&#039;d unit does not take orders from the player.)&lt;br /&gt;
:* &#039;&#039;Rift&#039;&#039;, (Psionic storm attack.  It is free aim with limited range.)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment (EU2012)|Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Equipment_(EU2012)&amp;diff=36834</id>
		<title>Talk:Equipment (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Equipment_(EU2012)&amp;diff=36834"/>
		<updated>2012-09-22T22:07:48Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you post a link to where you saw the Mind Shield listed (video/image)? [[User:Hobbes|Hobbes]] 21:22, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Sorry, but only in multiplayer. I saw it one of PAX videos, i think part one.&lt;br /&gt;
Also there was EM Cannon in GramTV video. And costs for firestorm (157$, 15 elerium, 31 Alloys, 2 computers and 1 power source.). Also, these can be reduced numbers because he had 77 on satellites, when we know they cost a 100 at the start. I don&#039;t think there were any other videos which showed these numbers or that advanced tech - Beltorn 01:37, 22 September 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Equipment_(EU2012)&amp;diff=36833</id>
		<title>Talk:Equipment (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Equipment_(EU2012)&amp;diff=36833"/>
		<updated>2012-09-22T22:06:52Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you post a link to where you saw the Mind Shield listed (video/image)? [[User:Hobbes|Hobbes]] 21:22, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Sorry, but only in multiplayer. I saw it one of PAX videos, i think part one.&lt;br /&gt;
Also there was EM Cannon in GramTV video. And costs for firestorm (157$, 15 elerium, 31 Alloys, 2 computers and 1 power source.). Also, these can be reduced numbers because he had 77 on satellites, when we know they cost a 100 at the start. I don&#039;t think there were any other videos which showed these numbers or that advanced tech.&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(EU2012)&amp;diff=36779</id>
		<title>Alien Artifacts (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(EU2012)&amp;diff=36779"/>
		<updated>2012-09-22T09:12:39Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sectoid Corpse&lt;br /&gt;
* Required for Research – Xeno-Biology, &lt;br /&gt;
* Grey Market Value: $5&lt;br /&gt;
&lt;br /&gt;
Thin Men Corpse&lt;br /&gt;
* Required for Research – Autopsy&lt;br /&gt;
* Grey Market Value: $5&lt;br /&gt;
&lt;br /&gt;
Elerium &lt;br /&gt;
* Required for Research – Elerium&lt;br /&gt;
* Grey Market Value: $3&lt;br /&gt;
&lt;br /&gt;
Alien Materials&lt;br /&gt;
* Required for Research – Alien Materials, Carapace Armor&lt;br /&gt;
* Grey Market Value: $2&lt;br /&gt;
&lt;br /&gt;
UFO Nav-computer&lt;br /&gt;
* Required for Research – UFO Nav-computer&lt;br /&gt;
* Grey Market Value: $40&lt;br /&gt;
&lt;br /&gt;
UFO nav-computer (damaged)&lt;br /&gt;
* Grey Market Value: $20&lt;br /&gt;
&lt;br /&gt;
UFO Power Source&lt;br /&gt;
* Required for Research – UFO Power Source&lt;br /&gt;
* Grey Market Value: $75 &lt;br /&gt;
&lt;br /&gt;
Weapon Fragment&lt;br /&gt;
*Required for Research – Weapon Fragment&lt;br /&gt;
*Grey Market Value: $1&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(EU2012)&amp;diff=36778</id>
		<title>Alien Artifacts (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(EU2012)&amp;diff=36778"/>
		<updated>2012-09-22T09:12:28Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sectoid Corpse&lt;br /&gt;
* Required for Research – Xeno-Biology, &lt;br /&gt;
* Grey Market Value: $5&lt;br /&gt;
&lt;br /&gt;
Thin Men Corpse&lt;br /&gt;
* Required for Research – Autopsy&lt;br /&gt;
* Grey Market Value: $5&lt;br /&gt;
&lt;br /&gt;
Elerium &lt;br /&gt;
* Required for Research – Elerium&lt;br /&gt;
* Grey Market Value: $3&lt;br /&gt;
&lt;br /&gt;
Alien Materials&lt;br /&gt;
* Required for Research – Alien Materials, Carapace Armor&lt;br /&gt;
* Grey Market Value: $2&lt;br /&gt;
&lt;br /&gt;
UFO Nav-computer&lt;br /&gt;
* Required for Research – UFO Nav-computer&lt;br /&gt;
* Grey Market Value: $40&lt;br /&gt;
&lt;br /&gt;
UFO nav-computer (damaged)&lt;br /&gt;
* Grey Market Value: $20&lt;br /&gt;
&lt;br /&gt;
UFO Power Source&lt;br /&gt;
* Required for Research – UFo Power Source&lt;br /&gt;
* Grey Market Value: $75 &lt;br /&gt;
&lt;br /&gt;
Weapon Fragment&lt;br /&gt;
*Required for Research – Weapon Fragment&lt;br /&gt;
*Grey Market Value: $1&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=36776</id>
		<title>Gameplay Mechanics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=36776"/>
		<updated>2012-09-22T08:53:26Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Actions==&lt;br /&gt;
These are general actions that can be perform by all your soldiers during the fight. &lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;50%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;70&amp;quot;&amp;gt;Action&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;60&amp;quot;&amp;gt;Description&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&#039;&#039;&#039;Move&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;gt;Walk/Dash&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&#039;&#039;&#039;Fire&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;gt;Shoot the enemy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&#039;&#039;&#039;Overwatch&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;gt;Takes a shot at the next enemy that moves into sight range&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&#039;&#039;&#039;Reload&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;gt;Spend a full action to reload weapon&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&#039;&#039;&#039;Hunker&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;gt;Provides a defensive bonus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There also is Suppression, but it counts as Fire action and it a special ability of Heavy and Support classes.&lt;br /&gt;
&lt;br /&gt;
* There are 7 types of actions: Move, Fire, Equipment, Hunker, Reload, Overwatch. &lt;br /&gt;
* Each unit can perform two actions during its turn.&lt;br /&gt;
* A unit can Move AND Fire (or use Equipment/Hunker/Reload/Overwatch) or Move AND Move.&lt;br /&gt;
* Anything except movement as the first action ends the unit&#039;s turn.&lt;br /&gt;
* Assaults acquire Move AND Fire (but not Move AND Equipment) when they obtain &#039;Run &amp;amp; Gun&#039; ability.&lt;br /&gt;
* Assaults can Fire AND Fire when they obtain &#039;Rapid Fire&#039; ability as single action Fire action.&lt;br /&gt;
* Snipers are cannot Fire/Overwatch after Moving with Sniper Rifles, unless they have &#039;Snap Shot&#039; ability.&lt;br /&gt;
* Snipers can Fire AND Fire (Standard/Precision/Disabling shots) after they have &#039;Double Tap&#039; ability.&lt;br /&gt;
* Heavies can Move AND Fire, but not with the Rocket Launcher.&lt;br /&gt;
* Heavies can Fire AND Move or Fire and Fire, after they have &#039;Bullet Swarm&#039; ability, but not with the Rocket Launcher.&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Situation_Room_(EU2012)&amp;diff=36644</id>
		<title>Talk:Situation Room (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Situation_Room_(EU2012)&amp;diff=36644"/>
		<updated>2012-09-20T21:06:57Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: Created page with &amp;quot;Shouldn&amp;#039;t we put here council nations funding and part of the world full coverage bonuses? I have data for normal difficulty as well as some notes on multiplayer point costs.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shouldn&#039;t we put here council nations funding and part of the world full coverage bonuses? I have data for normal difficulty as well as some notes on multiplayer point costs.&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36642</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36642"/>
		<updated>2012-09-20T20:40:37Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in X-COM: Enemy Unknown are divided into classes, where each class has unique abilities (a.k.a. &amp;quot;perks&amp;quot;). On the first level up from Rookie to Squaddie the soldier gets assigned a random class with an initial ability. As they level up soldiers get to choose one of two abilites (with some exceptions) on each level to a total of 6 more (7 including the Squaddie rank).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; width:150px; margin:10px; text-align:center&amp;quot;&lt;br /&gt;
|+ Solder Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Rookie&lt;br /&gt;
|-&lt;br /&gt;
| Squaddie&lt;br /&gt;
|-&lt;br /&gt;
| Corporal&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| Major&lt;br /&gt;
|-&lt;br /&gt;
| Colonel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assault ===&lt;br /&gt;
A mobile soldier with extra power at shorter range, a good choice for close quarter combat and maps with constricting spaces and limited vision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
: 1 Run &amp;amp; Run (allows to move and make a shot, including dashing, can&#039;t use equipment, cooldown 3 rounds)&lt;br /&gt;
: 2 Tactical Sense (+5 to defense per enemy close to you, up to 20 ), Aggression (+10 to crit per enemy close to you up to 30)&lt;br /&gt;
: 3 Lightning Reflexes (ignores first reaction fire on that turn), Close &amp;amp; Personal (+ 30 to crit, reduces with distance)&lt;br /&gt;
&lt;br /&gt;
=== Heavy ===&lt;br /&gt;
: 1 Fire Rocket (fires a 6 dmg rocket  once per combat, requires both action points, one use)&lt;br /&gt;
: 2 Bullet Swarm (allows to shoot and then move or shoot twice), Holo-Targeting (gives +10 to Aim against your target for squadmates, does it work with suppression?)&lt;br /&gt;
: 3 Shredder Rocket (gives a +33% bonus to damage against that target, deals less damage than standard, lasts 4 turns. Could be that it gives a second shot with RL), Suppression (-30 Aim to enemy, allows a reaction shot if the target moves)&lt;br /&gt;
: 4 HEAT rounds (+100% to damage against robotic enemies), Rapid Reaction (Gives a second reaction fire if the first one was successful)&lt;br /&gt;
: 5 Grenadier (now carries 2 grenades instead of one, if grenades are equipped), Danger Zone (increases AoE of rockets and suppression by 2).&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
: 1 Headshot (+30 to crits, cooldown 2 rounds)&lt;br /&gt;
: 2 Snap shot (allows to make a shot with SR after moving, this shot has -20 to Aim), Squad sight (allows to target enemies not seen by sniper but seen by squadmates, requires clear line of fire)&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
: 1 Smoke grenade (throw a grenade that provides half cover in a radius, lasts 2 turns, one use)&lt;br /&gt;
: 2 Sprinter (increases movement by 3 squares per action point), Covering Fire (Allows reaction fire against opponents who try to shoot)&lt;br /&gt;
: 3 Multiple healing (gives 3 healing, don&#039;t know how its true name)&lt;br /&gt;
: 4 Revive (Restores critically wounded operative to 33% health), Rifle Suppression (-30 to target&#039;s Aim, gives reaction fire if moves)&lt;br /&gt;
&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(EU2012)&amp;diff=36609</id>
		<title>Equipment (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(EU2012)&amp;diff=36609"/>
		<updated>2012-09-20T16:13:15Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of XCOM equipment on &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*[[Pistol (EU2012)|Pistol]]&lt;br /&gt;
*[[Assault Rifle (EU2012)|Assault Rifle]]&lt;br /&gt;
*[[Sniper Rifle (EU2012)|Sniper Rifle]]&lt;br /&gt;
*[[Shotgun (EU2012)|Shotgun]]&lt;br /&gt;
*[[LMG (EU2012)|Light Machinegun]]&lt;br /&gt;
*[[Rocket Launcher (EU2012)|Rocket Launcher]] - Heavy&#039;s ability&lt;br /&gt;
&lt;br /&gt;
*[[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
*[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
*[[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
*[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
*[[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
*[[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
*[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
*[[Heavy Plasma Rifle(EU2012)|Heavy Plasma Rifle]]&lt;br /&gt;
*[[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
*[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]&lt;br /&gt;
&lt;br /&gt;
*[[Frag Grenade (EU2012)|Frag Grenade]]&lt;br /&gt;
*[[Smoke Grenade (EU2012)|Smoke Grenade]] - Support&#039;s ability&lt;br /&gt;
*[[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
*[[Mind Shield (EU2012)|Mind Shield]]&lt;br /&gt;
*[[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]] - it seems Ghost suit is an upgrade of skeleton suit, as it too has a Grapple hook&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Equipment&#039;&#039;&#039;&lt;br /&gt;
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
*[[Medikit (EU2012)|Medikit]]&lt;br /&gt;
*[[Battle Scanner (EU2012)|Battle Scanner]] - Sniper&#039;s ability&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=36608</id>
		<title>Alien Life Forms (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=36608"/>
		<updated>2012-09-20T16:10:45Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: /* List of known alien races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of Alien Life Forms encountered during the First Alien War, each having a unique collection of strengths, weaknesses and abilities. It is critical for any commander to know what these are, especially on the battlefield, or the lives of his soldiers are likely to be cut short unnecessarily.&lt;br /&gt;
&lt;br /&gt;
==List of known alien races==&lt;br /&gt;
&lt;br /&gt;
*[[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
**Sectoid Commander&lt;br /&gt;
*[[Floater (EU2012)|Floater]]&lt;br /&gt;
**Heavy Floater&lt;br /&gt;
*[[Muton (EU2012)|Muton]]&lt;br /&gt;
**[[Muton Beserker (EU2012)|Muton Beserker]] (NEW ALIEN)&lt;br /&gt;
*[[Thin Man (EU2012)|Thin Man]] (NEW ALIEN)&lt;br /&gt;
*[[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
*[[Chryssalid (EU2012)|Chryssalid]]&lt;br /&gt;
*[[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
*[[Drone (EU2012)|Drone]] (NEW ALIEN)&lt;br /&gt;
*[[Outsider (EU2012)|Outsider]] (NEW ALIEN)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=36607</id>
		<title>Officer Training School (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=36607"/>
		<updated>2012-09-20T16:09:32Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Officer Training School is a facility in the X-COM base, were you can buy &#039;tactics&#039; that improves your strike team.  Some tactics require you to have a soldier reach a particular rank in order to unlock it.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} width=&amp;quot;60%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Officer Training School upgrades.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! {{StdDescTable_Heading}} | Tactic &lt;br /&gt;
! {{StdDescTable_Heading}} | Cost &lt;br /&gt;
! {{StdDescTable_Heading}} | Description &lt;br /&gt;
! {{StdDescTable_Heading}} | Requirement&lt;br /&gt;
|-&lt;br /&gt;
| Squad Size I || §50 ||Squad size increased to 5 soldiers. || Sergeant&lt;br /&gt;
|-&lt;br /&gt;
| Squad Size II || §75 ||Squad size increased to 6 soldiers. ||  Captain&lt;br /&gt;
|-&lt;br /&gt;
| New Guy || §250 ||New soldiers are automatically promoted to the &amp;quot;Squaddie&amp;quot; rank. || Major&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Recovery || §150 ||Soldiers heal twice as fast from wounds taken in combat || Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
| Don&#039;t Die On Me || §275 ||The higher a soldier&#039;s rank, the more likely they will be critically wounded instead of killed. || Colonel&lt;br /&gt;
|-&lt;br /&gt;
| Iron Will || §200 ||Soldiers receive a larger Will bonus each time they are promoted. || Major&lt;br /&gt;
|-&lt;br /&gt;
| Wet Work || §125 || +25% experience gained from kills. || Sergeant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unconfirmed Information ===&lt;br /&gt;
&lt;br /&gt;
- Cost of Tactics and prerequisites may adjust depending on the difficulty level.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36606</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36606"/>
		<updated>2012-09-20T16:04:45Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: /* Heavy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in X-COM: Enemy Unknown are divided into classes, where each class has unique abilities (a.k.a. &amp;quot;perks&amp;quot;). On the first level up from Rookie to Squaddie the soldier gets assigned a random class with an initial ability. As they level up soldiers get to choose one of two abilites (with some exceptions) on each level to a total of 6 more (7 including the Squaddie rank).&lt;br /&gt;
&lt;br /&gt;
Rookie&lt;br /&gt;
Squaddie&lt;br /&gt;
Corporal&lt;br /&gt;
Sergeant&lt;br /&gt;
Lieutenant&lt;br /&gt;
Captain&lt;br /&gt;
Major&lt;br /&gt;
Colonel&lt;br /&gt;
&lt;br /&gt;
=== Assault ===&lt;br /&gt;
A mobile soldier with extra power at shorter range, a good choice for close quarter combat and maps with constricting spaces and limited vision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
: 1 Run &amp;amp; Run (allows to move and make a shot, including dashing, can&#039;t use equipment, cooldown 3 rounds)&lt;br /&gt;
: 2 Tactical Sense (+5 to defense per enemy close to you, up to 20 ), Aggression (+10 to crit per enemy close to you up to 30)&lt;br /&gt;
: 3 Lightning Reflexes (ignores first reaction fire on that turn), Close &amp;amp; Personal (+ 30 to crit, reduces with distance)&lt;br /&gt;
&lt;br /&gt;
=== Heavy ===&lt;br /&gt;
: 1 Fire Rocket (fires a 6 dmg rocket  once per combat, requires both action points, one use)&lt;br /&gt;
: 2 Bullet Swarm (allows to shoot and then move or shoot twice), Holo-Targeting (gives +10 to Aim against your target for squadmates, does it work with suppression?)&lt;br /&gt;
: 3 Shredder Rocket (gives a +33% bonus to damage against that target, deals less damage than standard, lasts 4 turns. Could be that it gives a second shot with RL), Suppression (-30 Aim to enemy, allows a reaction shot if the target moves)&lt;br /&gt;
: 4 HEAT rounds (+100% to damage against robotic enemies), Rapid Reaction (Gives a second reaction fire if the first one was successful)&lt;br /&gt;
: 5 Grenadier (now carries 2 grenades instead of one, if grenades are equipped), Danger Zone (increases AoE of rockets and suppression by 2).&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
: 1 Headshot (+30 to crits, cooldown 2 rounds)&lt;br /&gt;
: 2 Snap shot (allows to make a shot with SR after moving, this shot has -20 to Aim), Squad sight (allows to target enemies not seen by sniper but seen by squadmates, requires clear line of fire)&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
: 1 Smoke grenade (throw a grenade that provides half cover in a radius, lasts 2 turns, one use)&lt;br /&gt;
: 2 Sprinter (increases movement by 3 squares per action point), Covering Fire (Allows reaction fire against opponents who try to shoot)&lt;br /&gt;
&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36605</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36605"/>
		<updated>2012-09-20T16:03:53Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: /* Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in X-COM: Enemy Unknown are divided into classes, where each class has unique abilities (a.k.a. &amp;quot;perks&amp;quot;). On the first level up from Rookie to Squaddie the soldier gets assigned a random class with an initial ability. As they level up soldiers get to choose one of two abilites (with some exceptions) on each level to a total of 6 more (7 including the Squaddie rank).&lt;br /&gt;
&lt;br /&gt;
Rookie&lt;br /&gt;
Squaddie&lt;br /&gt;
Corporal&lt;br /&gt;
Sergeant&lt;br /&gt;
Lieutenant&lt;br /&gt;
Captain&lt;br /&gt;
Major&lt;br /&gt;
Colonel&lt;br /&gt;
&lt;br /&gt;
=== Assault ===&lt;br /&gt;
A mobile soldier with extra power at shorter range, a good choice for close quarter combat and maps with constricting spaces and limited vision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
: 1 Run &amp;amp; Run (allows to move and make a shot, including dashing, can&#039;t use equipment, cooldown 3 rounds)&lt;br /&gt;
: 2 Tactical Sense (+5 to defense per enemy close to you, up to 20 ), Aggression (+10 to crit per enemy close to you up to 30)&lt;br /&gt;
: 3 Lightning Reflexes (ignores first reaction fire on that turn), Close &amp;amp; Personal (+ 30 to crit, reduces with distance)&lt;br /&gt;
&lt;br /&gt;
=== Heavy ===&lt;br /&gt;
: 1 Fire Rocket (fires a 6 dmg rocket  once per combat, requires both action points)&lt;br /&gt;
: 2 Bullet Swarm (allows to shoot and then move or shoot twice), Holo-Targeting (gives +10 to Aim against your target for teamamtes, does it work with suppression?)&lt;br /&gt;
: 3 Shredder Rocket (gives a +33% bonus to damage against that target, deals less damage than standarf, could be that it gives a second shot with RL), Suppression (-30 Aim to enemy, allows a reaction shot if the target moves)&lt;br /&gt;
: 4 HEAT rounds (+100% to damage against robotic enemies), Rapid Reaction (Gives a second reaction fire if the first one was successful)&lt;br /&gt;
: 5 Grenadier (now carries 2 grenades instead of one, if grenades are equipped), Danger Zone (increases AoE of rockets and suppression by 2).&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
: 1 Headshot (+30 to crits, cooldown 2 rounds)&lt;br /&gt;
: 2 Snap shot (allows to make a shot with SR after moving, this shot has -20 to Aim), Squad sight (allows to target enemies not seen by sniper but seen by squadmates, requires clear line of fire)&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
: 1 Smoke grenade (throw a grenade that provides half cover in a radius, lasts 2 turns, one use)&lt;br /&gt;
: 2 Sprinter (increases movement by 3 squares per action point), Covering Fire (Allows reaction fire against opponents who try to shoot)&lt;br /&gt;
&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36604</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36604"/>
		<updated>2012-09-20T16:03:42Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: /* Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in X-COM: Enemy Unknown are divided into classes, where each class has unique abilities (a.k.a. &amp;quot;perks&amp;quot;). On the first level up from Rookie to Squaddie the soldier gets assigned a random class with an initial ability. As they level up soldiers get to choose one of two abilites (with some exceptions) on each level to a total of 6 more (7 including the Squaddie rank).&lt;br /&gt;
&lt;br /&gt;
Rookie&lt;br /&gt;
Squaddie&lt;br /&gt;
Corporal&lt;br /&gt;
Sergeant&lt;br /&gt;
Lieutenant&lt;br /&gt;
Captain&lt;br /&gt;
Major&lt;br /&gt;
Colonel&lt;br /&gt;
&lt;br /&gt;
=== Assault ===&lt;br /&gt;
A mobile soldier with extra power at shorter range, a good choice for close quarter combat and maps with constricting spaces and limited vision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
: 1 Run &amp;amp; Run (allows to move and make a shot, including dashing, can&#039;t use equipment, cooldown 3 rounds)&lt;br /&gt;
: 2 Tactical Sense (+5 to defense per enemy close to you, up to 20 ), Aggression (+10 to crit per enemy close to you up to 30)&lt;br /&gt;
: 3 Lightning Reflexes (ignores first reaction fire on that turn), Close &amp;amp; Personal (+ 30 to crit, reduces with distance)&lt;br /&gt;
&lt;br /&gt;
=== Heavy ===&lt;br /&gt;
: 1 Fire Rocket (fires a 6 dmg rocket  once per combat, requires both action points)&lt;br /&gt;
: 2 Bullet Swarm (allows to shoot and then move or shoot twice), Holo-Targeting (gives +10 to Aim against your target for teamamtes, does it work with suppression?)&lt;br /&gt;
: 3 Shredder Rocket (gives a +33% bonus to damage against that target, deals less damage than standarf, could be that it gives a second shot with RL), Suppression (-30 Aim to enemy, allows a reaction shot if the target moves)&lt;br /&gt;
: 4 HEAT rounds (+100% to damage against robotic enemies), Rapid Reaction (Gives a second reaction fire if the first one was successful)&lt;br /&gt;
: 5 Grenadier (now carries 2 grenades instead of one, if grenades are equipped), Danger Zone (increases AoE of rockets and suppression by 2).&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
: 1 Headshot (+30 to crits, cooldown 2 rounds)&lt;br /&gt;
: 2 Snap shot (allows to make a shot with SR after moving, this shot has -20 to Aim), Squad sight (allows to target enemies not seen by sniper but seen by squadmates, requires clear line of fire)&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
: 1 Smoke grenade (throw a grenade that provides half cover in a radius, lasts 2 turns)&lt;br /&gt;
: 2 Sprinter (increases movement by 3 squares per action point), Covering Fire (Allows reaction fire against opponents who try to shoot)&lt;br /&gt;
&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36603</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36603"/>
		<updated>2012-09-20T16:00:57Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: /* Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in X-COM: Enemy Unknown are divided into classes, where each class has unique abilities (a.k.a. &amp;quot;perks&amp;quot;). On the first level up from Rookie to Squaddie the soldier gets assigned a random class with an initial ability. As they level up soldiers get to choose one of two abilites (with some exceptions) on each level to a total of 6 more (7 including the Squaddie rank).&lt;br /&gt;
&lt;br /&gt;
Rookie&lt;br /&gt;
Squaddie&lt;br /&gt;
Corporal&lt;br /&gt;
Sergeant&lt;br /&gt;
Lieutenant&lt;br /&gt;
Captain&lt;br /&gt;
Major&lt;br /&gt;
Colonel&lt;br /&gt;
&lt;br /&gt;
=== Assault ===&lt;br /&gt;
A mobile soldier with extra power at shorter range, a good choice for close quarter combat and maps with constricting spaces and limited vision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
: 1 Run &amp;amp; Run (allows to move and make a shot, including dashing, can&#039;t use equipment, cooldown 3 rounds)&lt;br /&gt;
: 2 Tactical Sense (+5 to defense per enemy close to you, up to 20 ), Aggression (+10 to crit per enemy close to you up to 30)&lt;br /&gt;
: 3 Lightning Reflexes (ignores first reaction fire on that turn), Close &amp;amp; Personal (+ 30 to crit, reduces with distance)&lt;br /&gt;
&lt;br /&gt;
=== Heavy ===&lt;br /&gt;
: 1 Fire Rocket (fires a 6 dmg rocket  once per combat, requires both action points)&lt;br /&gt;
: 2 Bullet Swarm (allows to shoot and then move or shoot twice), Holo-Targeting (gives +10 to Aim against your target for teamamtes, does it work with suppression?)&lt;br /&gt;
: 3 Shredder Rocket (gives a +33% bonus to damage against that target, deals less damage than standarf, could be that it gives a second shot with RL), Suppression (-30 Aim to enemy, allows a reaction shot if the target moves)&lt;br /&gt;
: 4 HEAT rounds (+100% to damage against robotic enemies), Rapid Reaction (Gives a second reaction fire if the first one was successful)&lt;br /&gt;
: 5 Grenadier (now carries 2 grenades instead of one, if grenades are equipped), Danger Zone (increases AoE of rockets and suppression by 2).&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
: 1 Headshot (+30 to crits, cooldown 2 rounds)&lt;br /&gt;
: 2 Snap shot (allows to make a shot with SR after moving, this shot has -20 to Aim), Squad sight (allows to target enemies not seen by sniper but seen by squadmates, requires clear line of fire)&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36602</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36602"/>
		<updated>2012-09-20T16:00:29Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: /* Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in X-COM: Enemy Unknown are divided into classes, where each class has unique abilities (a.k.a. &amp;quot;perks&amp;quot;). On the first level up from Rookie to Squaddie the soldier gets assigned a random class with an initial ability. As they level up soldiers get to choose one of two abilites (with some exceptions) on each level to a total of 6 more (7 including the Squaddie rank).&lt;br /&gt;
&lt;br /&gt;
Rookie&lt;br /&gt;
Squaddie&lt;br /&gt;
Corporal&lt;br /&gt;
Sergeant&lt;br /&gt;
Lieutenant&lt;br /&gt;
Captain&lt;br /&gt;
Major&lt;br /&gt;
Colonel&lt;br /&gt;
&lt;br /&gt;
=== Assault ===&lt;br /&gt;
A mobile soldier with extra power at shorter range, a good choice for close quarter combat and maps with constricting spaces and limited vision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
: 1 Run &amp;amp; Run (allows to move and make a shot, including dashing)&lt;br /&gt;
: 2 Tactical Sense (+5 to defense per enemy close to you, up to 20 ), Aggression (+10 to crit per enemy close to you up to 30)&lt;br /&gt;
: 3 Lightning Reflexes (ignores first reaction fire on that turn), Close &amp;amp; Personal (+ 30 to crit, reduces with distance)&lt;br /&gt;
&lt;br /&gt;
=== Heavy ===&lt;br /&gt;
: 1 Fire Rocket (fires a 6 dmg rocket  once per combat, requires both action points)&lt;br /&gt;
: 2 Bullet Swarm (allows to shoot and then move or shoot twice), Holo-Targeting (gives +10 to Aim against your target for teamamtes, does it work with suppression?)&lt;br /&gt;
: 3 Shredder Rocket (gives a +33% bonus to damage against that target, deals less damage than standarf, could be that it gives a second shot with RL), Suppression (-30 Aim to enemy, allows a reaction shot if the target moves)&lt;br /&gt;
: 4 HEAT rounds (+100% to damage against robotic enemies), Rapid Reaction (Gives a second reaction fire if the first one was successful)&lt;br /&gt;
: 5 Grenadier (now carries 2 grenades instead of one, if grenades are equipped), Danger Zone (increases AoE of rockets and suppression by 2).&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
: 1 Headshot (+30 to crits, cooldown 2 rounds)&lt;br /&gt;
: 2 Snap shot (allows to make a shot with SR after moving, this shot has -20 to Aim), Squad sight (allows to target enemies not seen by sniper but seen by squadmates, requires clear line of fire)&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36601</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36601"/>
		<updated>2012-09-20T15:58:45Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: /* Heavy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in X-COM: Enemy Unknown are divided into classes, where each class has unique abilities (a.k.a. &amp;quot;perks&amp;quot;). On the first level up from Rookie to Squaddie the soldier gets assigned a random class with an initial ability. As they level up soldiers get to choose one of two abilites (with some exceptions) on each level to a total of 6 more (7 including the Squaddie rank).&lt;br /&gt;
&lt;br /&gt;
Rookie&lt;br /&gt;
Squaddie&lt;br /&gt;
Corporal&lt;br /&gt;
Sergeant&lt;br /&gt;
Lieutenant&lt;br /&gt;
Captain&lt;br /&gt;
Major&lt;br /&gt;
Colonel&lt;br /&gt;
&lt;br /&gt;
=== Assault ===&lt;br /&gt;
A mobile soldier with extra power at shorter range, a good choice for close quarter combat and maps with constricting spaces and limited vision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
: 1 Run &amp;amp; Run (allows to move and make a shot, including dashing)&lt;br /&gt;
: 2 Tactical Sense (+5 to defense per enemy close to you, up to 20 ), Aggression (+10 to crit per enemy close to you up to 30)&lt;br /&gt;
: 3 Lightning Reflexes (ignores first reaction fire on that turn), Close &amp;amp; Personal (+ 30 to crit, reduces with distance)&lt;br /&gt;
&lt;br /&gt;
=== Heavy ===&lt;br /&gt;
: 1 Fire Rocket (fires a 6 dmg rocket  once per combat, requires both action points)&lt;br /&gt;
: 2 Bullet Swarm (allows to shoot and then move or shoot twice), Holo-Targeting (gives +10 to Aim against your target for teamamtes, does it work with suppression?)&lt;br /&gt;
: 3 Shredder Rocket (gives a +33% bonus to damage against that target, deals less damage than standarf, could be that it gives a second shot with RL), Suppression (-30 Aim to enemy, allows a reaction shot if the target moves)&lt;br /&gt;
: 4 HEAT rounds (+100% to damage against robotic enemies), Rapid Reaction (Gives a second reaction fire if the first one was successful)&lt;br /&gt;
: 5 Grenadier (now carries 2 grenades instead of one, if grenades are equipped), Danger Zone (increases AoE of rockets and suppression by 2).&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
: 1 Headshot&lt;br /&gt;
: 2 Snap shot, Squad sight&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36600</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36600"/>
		<updated>2012-09-20T15:51:14Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: /* Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in X-COM: Enemy Unknown are divided into classes, where each class has unique abilities (a.k.a. &amp;quot;perks&amp;quot;). On the first level up from Rookie to Squaddie the soldier gets assigned a random class with an initial ability. As they level up soldiers get to choose one of two abilites (with some exceptions) on each level to a total of 6 more (7 including the Squaddie rank).&lt;br /&gt;
&lt;br /&gt;
Rookie&lt;br /&gt;
Squaddie&lt;br /&gt;
Corporal&lt;br /&gt;
Sergeant&lt;br /&gt;
Lieutenant&lt;br /&gt;
Captain&lt;br /&gt;
Major&lt;br /&gt;
Colonel&lt;br /&gt;
&lt;br /&gt;
=== Assault ===&lt;br /&gt;
A mobile soldier with extra power at shorter range, a good choice for close quarter combat and maps with constricting spaces and limited vision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
: 1 Run &amp;amp; Run (allows to move and make a shot, including dashing)&lt;br /&gt;
: 2 Tactical Sense (+5 to defense per enemy close to you, up to 20 ), Aggression (+10 to crit per enemy close to you up to 30)&lt;br /&gt;
: 3 Lightning Reflexes (ignores first reaction fire on that turn), Close &amp;amp; Personal (+ 30 to crit, reduces with distance)&lt;br /&gt;
&lt;br /&gt;
=== Heavy ===&lt;br /&gt;
: 1 Fire Rocket&lt;br /&gt;
: 2 Bullet Swarm, Holo-Targeting&lt;br /&gt;
: 3 Shredder Rocket, Suppression&lt;br /&gt;
: 4 HEAT rounds, Rapid Reaction&lt;br /&gt;
: 5 Grenadier, Danger Zone&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
: 1 Headshot&lt;br /&gt;
: 2 Snap shot, Squad sight&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36599</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36599"/>
		<updated>2012-09-20T15:38:30Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: /* Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in X-COM: Enemy Unknown are divided into classes, where each class has unique abilities (a.k.a. &amp;quot;perks&amp;quot;). On the first level up from Rookie to Squaddie the soldier gets assigned a random class with an initial ability. As they level up soldiers get to choose one of two abilites (with some exceptions) on each level to a total of 6 more (7 including the Squaddie rank).&lt;br /&gt;
&lt;br /&gt;
Rookie&lt;br /&gt;
Squaddie&lt;br /&gt;
Corporal&lt;br /&gt;
Sergeant&lt;br /&gt;
Lieutenant&lt;br /&gt;
Captain&lt;br /&gt;
Major&lt;br /&gt;
Colonel&lt;br /&gt;
&lt;br /&gt;
=== Assault ===&lt;br /&gt;
A mobile soldier with extra power at shorter range, a good choice for close quarter combat and maps with constricting spaces and limited vision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
: 1 Run &amp;amp; Run&lt;br /&gt;
: 2 Close &amp;amp; Personal, Lightning Reflexes&lt;br /&gt;
&lt;br /&gt;
=== Heavy ===&lt;br /&gt;
: 1 Fire Rocket&lt;br /&gt;
: 2 Bullet Swarm, Holo-Targeting&lt;br /&gt;
: 3 Shredder Rocket, Suppression&lt;br /&gt;
: 4 HEAT rounds, Rapid Reaction&lt;br /&gt;
: 5 Grenadier, Danger Zone&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
: 1 Headshot&lt;br /&gt;
: 2 Snap shot, Squad sight&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36598</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36598"/>
		<updated>2012-09-20T15:37:20Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: /* Heavy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in X-COM: Enemy Unknown are divided into classes, where each class has unique abilities (a.k.a. &amp;quot;perks&amp;quot;). On the first level up from Rookie to Squaddie the soldier gets assigned a random class with an initial ability. As they level up soldiers get to choose one of two abilites (with some exceptions) on each level to a total of 6 more (7 including the Squaddie rank).&lt;br /&gt;
&lt;br /&gt;
Rookie&lt;br /&gt;
Squaddie&lt;br /&gt;
Corporal&lt;br /&gt;
Sergeant&lt;br /&gt;
Lieutenant&lt;br /&gt;
Captain&lt;br /&gt;
Major&lt;br /&gt;
Colonel&lt;br /&gt;
&lt;br /&gt;
=== Assault ===&lt;br /&gt;
A mobile soldier with extra power at shorter range, a good choice for close quarter combat and maps with constricting spaces and limited vision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
: 1 Run &amp;amp; Run&lt;br /&gt;
: 2 Close &amp;amp; Personal, Lightning Reflexes&lt;br /&gt;
&lt;br /&gt;
=== Heavy ===&lt;br /&gt;
: 1 Fire Rocket&lt;br /&gt;
: 2 Bullet Swarm, Holo-Targeting&lt;br /&gt;
: 3 Shredder Rocket, Suppression&lt;br /&gt;
: 4 HEAT rounds, Rapid Reaction&lt;br /&gt;
: 5 Grenadier, Danger Zone&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
1 Headshot&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36597</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36597"/>
		<updated>2012-09-20T15:36:34Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: /* Heavy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in X-COM: Enemy Unknown are divided into classes, where each class has unique abilities (a.k.a. &amp;quot;perks&amp;quot;). On the first level up from Rookie to Squaddie the soldier gets assigned a random class with an initial ability. As they level up soldiers get to choose one of two abilites (with some exceptions) on each level to a total of 6 more (7 including the Squaddie rank).&lt;br /&gt;
&lt;br /&gt;
Rookie&lt;br /&gt;
Squaddie&lt;br /&gt;
Corporal&lt;br /&gt;
Sergeant&lt;br /&gt;
Lieutenant&lt;br /&gt;
Captain&lt;br /&gt;
Major&lt;br /&gt;
Colonel&lt;br /&gt;
&lt;br /&gt;
=== Assault ===&lt;br /&gt;
A mobile soldier with extra power at shorter range, a good choice for close quarter combat and maps with constricting spaces and limited vision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
: 1 Run &amp;amp; Run&lt;br /&gt;
: 2 Close &amp;amp; Personal, Lightning Reflexes&lt;br /&gt;
&lt;br /&gt;
=== Heavy ===&lt;br /&gt;
1 Fire Rocket&lt;br /&gt;
2 Bullet Swarm, Holo-Targeting&lt;br /&gt;
3 Shredder Rocket, Suppression&lt;br /&gt;
4 HEAT rounds, Rapid Reaction&lt;br /&gt;
5 Grenadier, Danger Zone&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
1 Headshot&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36596</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=36596"/>
		<updated>2012-09-20T15:34:37Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: /* Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in X-COM: Enemy Unknown are divided into classes, where each class has unique abilities (a.k.a. &amp;quot;perks&amp;quot;). On the first level up from Rookie to Squaddie the soldier gets assigned a random class with an initial ability. As they level up soldiers get to choose one of two abilites (with some exceptions) on each level to a total of 6 more (7 including the Squaddie rank).&lt;br /&gt;
&lt;br /&gt;
Rookie&lt;br /&gt;
Squaddie&lt;br /&gt;
Corporal&lt;br /&gt;
Sergeant&lt;br /&gt;
Lieutenant&lt;br /&gt;
Captain&lt;br /&gt;
Major&lt;br /&gt;
Colonel&lt;br /&gt;
&lt;br /&gt;
=== Assault ===&lt;br /&gt;
A mobile soldier with extra power at shorter range, a good choice for close quarter combat and maps with constricting spaces and limited vision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; &lt;br /&gt;
: 1 Run &amp;amp; Run&lt;br /&gt;
: 2 Close &amp;amp; Personal, Lightning Reflexes&lt;br /&gt;
&lt;br /&gt;
=== Heavy ===&lt;br /&gt;
1 Fire Rocket&lt;br /&gt;
2 Bullet Swarm, Holo-Targeting&lt;br /&gt;
3 Shredder Rocket, Supression&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
1 Headshot&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
=== Psionic ===&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(EU2012)&amp;diff=36595</id>
		<title>Soldiers (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(EU2012)&amp;diff=36595"/>
		<updated>2012-09-20T15:32:54Z</updated>

		<summary type="html">&lt;p&gt;Beltorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right; padding:10px;&amp;quot;&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Soldiers are your most important and valuable unit in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; and their death on the battlefield is permanent. Soldiers have distinct classes and their status can be checked at [[XCOM HQ (2012)|XCOM HQ]]&#039;s [[Barracks (EU2012)|Barracks]] facility, where you can also hire new soldiers. They can be equipped with [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)|equipment]] as required and available at the [[Armory (EU2012)|Armory]]. Soldiers may also be assigned to the [[OTS (EU2012)|Officer Training School]] in order to progress in rank and gain specific squad abilities. &lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
All soldiers start as rookies and their class is only revealed after being promoted to Squaddie. Each class has unique abilities, passive bonuses, as well as restrictions on weapons/equipment they can carry.  Generally, each promotion will require you to choose from one of two perks available to the class at that rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot; width=&amp;quot;40&amp;quot;&amp;gt;Class&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Primary Weapon&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Description&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;240&amp;quot;&amp;gt;Class Unique Abilities&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Rookie&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Assault Rifle (EU2012)|Assault Rifle]]&amp;lt;br&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Your basic recruit.  Abilities are (generally) available to all classes.&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&#039;&#039;&#039;Fire&#039;&#039;&#039; - Shoot the enemy&amp;lt;br&amp;gt;&#039;&#039;&#039;Overwatch&#039;&#039;&#039; - Takes a shot at the next enemy that moves into sight range.&amp;lt;br&amp;gt;&#039;&#039;&#039;Reload&#039;&#039;&#039; - Spend a full action to reload weapon.&amp;lt;br&amp;gt;&#039;&#039;&#039;Hunker&#039;&#039;&#039; - Provides a defensive bonus.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Assault&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Shotgun (EU2012)|Shotgun]]&amp;lt;br&amp;gt;[[Scatter Laser (EU2012)|Scatter Laser]]&amp;lt;br&amp;gt;[[Alloy Cannon (EU2012)|Alloy Cannon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Close combat unit&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; - Unit can fire after dashing&amp;lt;br&amp;gt;&#039;&#039;&#039;Combat Stim&#039;&#039;&#039; - Increases stats and reduce damage taken&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Sniper&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sniper Rifle]]&amp;lt;br&amp;gt;[[Laser Sniper Rifle]]&amp;lt;br&amp;gt;[[Plasma Sniper Rifle]]&amp;lt;br&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Long-range accurate fire&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&#039;&#039;&#039;Squad Sight&#039;&#039;&#039; - Fire at enemy seen by any  squad member&amp;lt;br&amp;gt;&#039;&#039;&#039;In The Zone&#039;&#039;&#039; - Additional shot after a critical hit&amp;lt;br&amp;gt;&#039;&#039;&#039;Snap Shot&#039;&#039;&#039; - Quick shot after movement&amp;lt;br&amp;gt;&#039;&#039;&#039;Double Tap&#039;&#039;&#039; - Both actions can be used for Standard/Precision/Disabling Shot&amp;lt;br&amp;gt;&#039;&#039;&#039;Improved Overwatch&#039;&#039;&#039; - Unit continues firing as long as it hits the target&amp;lt;br&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Heavy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[SMG (EU2012)|SMG]]&amp;lt;br&amp;gt;[[Heavy Laser(EU2012)|Heavy Laser]]&amp;lt;br&amp;gt;[[Heavy Plasma(EU2012)|Heavy Plasma]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High-caliber firepower&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&#039;&#039;&#039;Supression&#039;&#039;&#039; - Reduce target Aim by 30% and free shot if the target moves&amp;lt;br&amp;gt;&#039;&#039;&#039;Focused Suppression&#039;&#039;&#039; - Reduce target Aim by 65% and free shot if the target moves&amp;lt;br&amp;gt;&#039;&#039;&#039;Tracer Beam Rounds&#039;&#039;&#039; - If hit alien takes extra damage from entire squad&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Support&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[(Assault Rifle (EU2012)|Assault Rifle]]&amp;lt;br&amp;gt;[[Laser Rifle (EU2012)|Laser Rifle]]&amp;lt;br&amp;gt;[[Plasma Rifle (EU2012)|Plasma Rifle]]&amp;lt;br&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medic / Grenadier&amp;lt;br&amp;gt;Jack of all trades&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; - Smoke Cover&amp;lt;br&amp;gt;&#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; - Reduce target aim by 15% and take free shot if target moves&amp;lt;br&amp;gt;&#039;&#039;&#039;????????&#039;&#039;&#039; - Increases movement range&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Psionic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mental powers&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039; - Control of enemy for 5 turns&amp;lt;br&amp;gt;&#039;&#039;&#039;Panic&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Rift&#039;&#039;&#039; - Creates a devastating psionic storm&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It has been hinted that the Psionic class is not so much a full class as a sub-class so there is the potential for Psionic Snipers, Psionic Assaults, etc.  Jake Soloman and the Firaxis development team have been very tight lipped about Psionics so all we know is that they will be in the game in some form.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
Each soldier also has a rank. High-ranked soldiers provide leadership abilities, allowing for additional squad perks and to maintain squad morale. Known ranks are:&lt;br /&gt;
* Rookie&lt;br /&gt;
* Squaddie&lt;br /&gt;
* Corporal&lt;br /&gt;
* Sergeant&lt;br /&gt;
* Lieutenant&lt;br /&gt;
* Captain&lt;br /&gt;
* Major&lt;br /&gt;
* Colonel&lt;br /&gt;
&lt;br /&gt;
==Abilities/Perks==&lt;br /&gt;
Perks are special abilities given to specific classes or the entire squad. They can be acquired through the following:&lt;br /&gt;
* Soldier can choose between two abilities on level up (exclusively)&lt;br /&gt;
* Presence of high rank officers &lt;br /&gt;
* Equipment research and upgrades&lt;br /&gt;
** &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; - Grapple Hook&lt;br /&gt;
** &#039;&#039;&#039;Heal Wound&#039;&#039;&#039; - Use the [[Medi-Kit (EU2012)|Medi-Kit]] to heal up to 8 HP&lt;br /&gt;
** &#039;&#039;&#039;Improved Heal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The soldier&#039;s abilities (moving, firing, etc.) during tactical combat are defined by its stats.&lt;br /&gt;
* Health Points&lt;br /&gt;
* Will&lt;br /&gt;
* Defense&lt;br /&gt;
* Aim&lt;br /&gt;
&lt;br /&gt;
==Soldier Customization==&lt;br /&gt;
All of the following can be changed by the player. &lt;br /&gt;
* First and Last Name&lt;br /&gt;
* Nickname (earned at Sergeant rank)&lt;br /&gt;
* Race, Voice, Head, Skin Color, Hair, Hair Color and Facial Hair&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Beltorn</name></author>
	</entry>
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