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		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63080</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63080"/>
		<updated>2015-02-24T05:34:34Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Random Ability Pool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Skill Tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | link=http://xcom.wikia.com/wiki/Run_%26_Gun]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | link=http://xcom.wikia.com/wiki/Close_and_Personal]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | link=http://xcom.wikia.com/wiki/Rapid_Fire]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | link=http://xcom.wikia.com/wiki/Killer_Instinct]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | link=http://xcom.wikia.com/wiki/Fire_Rocket]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | link=http://xcom.wikia.com/wiki/Shredder_Rocket]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | link=http://xcom.wikia.com/wiki/Danger_Zone]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | link=http://xcom.wikia.com/wiki/Rocketeer]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | link=http://xcom.wikia.com/wiki/Mayhem]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | link=http://xcom.wikia.com/wiki/Headshot]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | link=http://xcom.wikia.com/wiki/Squadsight]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | link=http://xcom.wikia.com/wiki/Snap_Shot]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | link=http://xcom.wikia.com/wiki/Disabling_Shot]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | link=http://xcom.wikia.com/wiki/In_The_Zone]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | link=http://xcom.wikia.com/wiki/Double_Tap]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | link=http://xcom.wikia.com/wiki/Smoke_Grenade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | link=http://xcom.wikia.com/wiki/Smoke_and_Mirrors]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | link=http://xcom.wikia.com/wiki/Dense_Smoke]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | link=http://xcom.wikia.com/wiki/Combat_Drugs]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Pool==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT AGGRESSION.png | 32px | link=http://xcom.wikia.com/wiki/Aggression]] Aggression &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT BRINGTHEMON.png | 32px | link=http://xcom.wikia.com/wiki/Bring_Em_On]] Bring &#039;Em On&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT_FLUSH.png | 32px | link=http://xcom.wikia.com/wiki/Flush]] Flush&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_BULLETSWARM.png | 32px | link=http://xcom.wikia.com/wiki/Bullet_Swarm]] Bullet Swarm&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HOLO.png | 32px | link=http://xcom.wikia.com/wiki/Holo-Targeting]] Holo-Targeting&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HEAT AMMO.png | 32px | link=http://xcom.wikia.com/wiki/HEAT_Ammo]] HEAT Ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER GUNSLINGER.png | 32px | link=http://xcom.wikia.com/wiki/Gunslinger]] Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER EXECUTIONER.png | 32px | link=http://xcom.wikia.com/wiki/Executioner]] Executioner&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT TACTICALSENSE.png | 32px | link=http://xcom.wikia.com/wiki/Tactical_Sense]] Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT LIGHTNINGREFLEXES.png | 32px | link=http://xcom.wikia.com/wiki/Lightning_Reflexes]] Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT EXTRACONDITIONING.png | 32px | link=http://xcom.wikia.com/wiki/Extra_Conditioning]] Extra Conditioning&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT RESILLIENCE.png | 32px | link=http://xcom.wikia.com/wiki/Resilience]] Resilience&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY WILLTOSURVIVE.png | 32px | link=http://xcom.wikia.com/wiki/Will_to_Survive]] Will To Survive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER LOWPROFILE.png | 32px | link=http://xcom.wikia.com/wiki/Low_Profile]] Low Profile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Overwatch/Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT CLOSECOMBAT.png | 32px | link=http://xcom.wikia.com/wiki/Close_Combat_Specialist]] Close Combat Specialist&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SENTINEL.png | 32px | link=http://xcom.wikia.com/wiki/Sentinel]] Sentinel/ [[File:SUPPORT_SENTINEL.png | 32px | link=http://xcom.wikia.com/wiki/Rapid_Reaction]] Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_RIFLESUPPRESSION.png | 32px | link=http://xcom.wikia.com/wiki/Suppression]] Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_COVERINGFIRE.png | 32px | link=http://xcom.wikia.com/wiki/Covering_Fire]] Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_OPPORTUNIST.png | 32px | link=http://xcom.wikia.com/wiki/Opportunist]] Opportunist&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_GRENADIER.png | 32px | link=http://xcom.wikia.com/wiki/Grenadier]] Grenadier&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_DGG.png | 32px | link=http://xcom.wikia.com/wiki/Damn_Good_Ground]] Damn Good Ground&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_BATTLESCANNER.png | 32px | link=http://xcom.wikia.com/wiki/Battle_Scanner]] Battle Scanner&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_DEEPPOCKETS.png | 32px | link=http://xcom.wikia.com/wiki/Deep_Pockets]] Deep Pockets&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_FIELDMEDIC.png | 32px | link=http://xcom.wikia.com/wiki/Field_Medic]] Field Medic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_REVIVE.png | 32px | link=http://xcom.wikia.com/wiki/Revive]] Revive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SAVIOR.png | 32px | link=http://xcom.wikia.com/wiki/Savior]] Savior&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Notes==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63079</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63079"/>
		<updated>2015-02-24T05:27:49Z</updated>

		<summary type="html">&lt;p&gt;Echo: /*  Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Skill Tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | link=http://xcom.wikia.com/wiki/Run_%26_Gun]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | link=http://xcom.wikia.com/wiki/Close_and_Personal]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | link=http://xcom.wikia.com/wiki/Rapid_Fire]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | link=http://xcom.wikia.com/wiki/Killer_Instinct]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | link=http://xcom.wikia.com/wiki/Fire_Rocket]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | link=http://xcom.wikia.com/wiki/Shredder_Rocket]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | link=http://xcom.wikia.com/wiki/Danger_Zone]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | link=http://xcom.wikia.com/wiki/Rocketeer]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | link=http://xcom.wikia.com/wiki/Mayhem]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | link=http://xcom.wikia.com/wiki/Headshot]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | link=http://xcom.wikia.com/wiki/Squadsight]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | link=http://xcom.wikia.com/wiki/Snap_Shot]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | link=http://xcom.wikia.com/wiki/Disabling_Shot]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | link=http://xcom.wikia.com/wiki/In_The_Zone]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | link=http://xcom.wikia.com/wiki/Double_Tap]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | link=http://xcom.wikia.com/wiki/Smoke_Grenade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | link=http://xcom.wikia.com/wiki/Smoke_and_Mirrors]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | link=http://xcom.wikia.com/wiki/Dense_Smoke]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | link=http://xcom.wikia.com/wiki/Combat_Drugs]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Pool==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT AGGRESSION.png | 32px | link=http://xcom.wikia.com/wiki/Aggression]] Aggression &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT BRINGTHEMON.png | 32px | link=http://xcom.wikia.com/wiki/Bring_Em_On]] Bring &#039;Em On&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT_FLUSH.png | 32px | link=http://xcom.wikia.com/wiki/Flush]] Flush&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_BULLETSWARM.png | 32px | link=http://xcom.wikia.com/wiki/Bullet_Swarm]] Bullet Swarm&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HOLO.png | 32px | link=http://xcom.wikia.com/wiki/Holo-Targeting]] Holo-Targeting&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HEAT AMMO.png | 32px | link=http://xcom.wikia.com/wiki/HEAT_Ammo]] HEAT Ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER GUNSLINGER.png | 32px | link=http://xcom.wikia.com/wiki/Gunslinger]] Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER EXECUTIONER.png | 32px | link=http://xcom.wikia.com/wiki/Executioner]] Executioner&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT TACTICALSENSE.png | 32px | link=http://xcom.wikia.com/wiki/Tactical_Sense]] Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT LIGHTNINGREFLEXES.png | 32px | link=http://xcom.wikia.com/wiki/Lightning_Reflexes]] Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT EXTRACONDITIONING.png | 32px | link=http://xcom.wikia.com/wiki/Extra_Conditioning]] Extra Conditioning&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT RESILLIENCE.png | 32px | link=http://xcom.wikia.com/wiki/Resilience]] Resilience&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY WILLTOSURVIVE.png | 32px | link=http://xcom.wikia.com/wiki/Will_to_Survive]] Will To Survive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER LOWPROFILE.png | 32px | link=http://xcom.wikia.com/wiki/Low_Profile]] Low Profile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Overwatch/Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT CLOSECOMBAT.png | 32px | link=http://xcom.wikia.com/wiki/Close_Combat_Specialist]] Close Combat Specialist&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SENTINEL.png | 32px | link=]] Sentinel/ [[File:SUPPORT_SENTINEL.png | 32px | link=http://xcom.wikia.com/wiki/Rapid_Reaction]] Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_RIFLESUPPRESSION.png | 32px | link=http://xcom.wikia.com/wiki/Suppression]] Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_COVERINGFIRE.png | 32px | link=http://xcom.wikia.com/wiki/Covering_Fire]] Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_OPPORTUNIST.png | 32px | link=http://xcom.wikia.com/wiki/Opportunist]] Opportunist&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_GRENADIER.png | 32px | link=http://xcom.wikia.com/wiki/Grenadier]] Grenadier&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_DGG.png | 32px | link=http://xcom.wikia.com/wiki/Damn_Good_Ground]] Damn Good Ground&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_BATTLESCANNER.png | 32px | link=http://xcom.wikia.com/wiki/Battle_Scanner]] Battle Scanner&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_DEEPPOCKETS.png | 32px | link=http://xcom.wikia.com/wiki/Deep_Pockets]] Deep Pockets&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_FIELDMEDIC.png | 32px | link=http://xcom.wikia.com/wiki/Field_Medic]] Field Medic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_REVIVE.png | 32px | link=http://xcom.wikia.com/wiki/Revive]] Revive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SAVIOR.png | 32px | link=http://xcom.wikia.com/wiki/Savior]] Savior&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Notes==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63078</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63078"/>
		<updated>2015-02-24T05:25:48Z</updated>

		<summary type="html">&lt;p&gt;Echo: /*  Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Skill Tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | link=http://xcom.wikia.com/wiki/Run_%26_Gun]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | link=http://xcom.wikia.com/wiki/Close_and_Personal]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | link=http://xcom.wikia.com/wiki/Rapid_Fire]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | link=http://xcom.wikia.com/wiki/Killer_Instinct]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | link=http://xcom.wikia.com/wiki/Fire_Rocket]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | link=http://xcom.wikia.com/wiki/Shredder_Rocket]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | link=http://xcom.wikia.com/wiki/Danger_Zone]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | link=http://xcom.wikia.com/wiki/Rocketeer]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | link=http://xcom.wikia.com/wiki/Mayhem]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | link=http://xcom.wikia.com/wiki/Headshot]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | link=http://xcom.wikia.com/wiki/Squadsight]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | link=http://xcom.wikia.com/wiki/Snap_Shot]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | link=http://xcom.wikia.com/wiki/Disabling_Shot]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | link=http://xcom.wikia.com/wiki/In_The_Zone]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | link=http://xcom.wikia.com/wiki/Double_Tap]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | caption | Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | caption | Smoke and Mirrors : Allows two extra uses of Smoke Grenade each mission, for a total of three.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | caption | Dense Smoke: Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | caption | Combat Drugs&lt;br /&gt;
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Pool==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT AGGRESSION.png | 32px | link=http://xcom.wikia.com/wiki/Aggression]] Aggression &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT BRINGTHEMON.png | 32px | link=http://xcom.wikia.com/wiki/Bring_Em_On]] Bring &#039;Em On&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT_FLUSH.png | 32px | link=http://xcom.wikia.com/wiki/Flush]] Flush&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_BULLETSWARM.png | 32px | link=http://xcom.wikia.com/wiki/Bullet_Swarm]] Bullet Swarm&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HOLO.png | 32px | link=http://xcom.wikia.com/wiki/Holo-Targeting]] Holo-Targeting&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HEAT AMMO.png | 32px | link=http://xcom.wikia.com/wiki/HEAT_Ammo]] HEAT Ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER GUNSLINGER.png | 32px | link=http://xcom.wikia.com/wiki/Gunslinger]] Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER EXECUTIONER.png | 32px | link=http://xcom.wikia.com/wiki/Executioner]] Executioner&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT TACTICALSENSE.png | 32px | link=http://xcom.wikia.com/wiki/Tactical_Sense]] Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT LIGHTNINGREFLEXES.png | 32px | link=http://xcom.wikia.com/wiki/Lightning_Reflexes]] Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT EXTRACONDITIONING.png | 32px | link=http://xcom.wikia.com/wiki/Extra_Conditioning]] Extra Conditioning&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT RESILLIENCE.png | 32px | link=http://xcom.wikia.com/wiki/Resilience]] Resilience&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY WILLTOSURVIVE.png | 32px | link=http://xcom.wikia.com/wiki/Will_to_Survive]] Will To Survive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER LOWPROFILE.png | 32px | link=http://xcom.wikia.com/wiki/Low_Profile]] Low Profile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Overwatch/Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT CLOSECOMBAT.png | 32px | link=http://xcom.wikia.com/wiki/Close_Combat_Specialist]] Close Combat Specialist&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SENTINEL.png | 32px | link=]] Sentinel/ [[File:SUPPORT_SENTINEL.png | 32px | link=http://xcom.wikia.com/wiki/Rapid_Reaction]] Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_RIFLESUPPRESSION.png | 32px | link=http://xcom.wikia.com/wiki/Suppression]] Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_COVERINGFIRE.png | 32px | link=http://xcom.wikia.com/wiki/Covering_Fire]] Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_OPPORTUNIST.png | 32px | link=http://xcom.wikia.com/wiki/Opportunist]] Opportunist&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_GRENADIER.png | 32px | link=http://xcom.wikia.com/wiki/Grenadier]] Grenadier&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_DGG.png | 32px | link=http://xcom.wikia.com/wiki/Damn_Good_Ground]] Damn Good Ground&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_BATTLESCANNER.png | 32px | link=http://xcom.wikia.com/wiki/Battle_Scanner]] Battle Scanner&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_DEEPPOCKETS.png | 32px | link=http://xcom.wikia.com/wiki/Deep_Pockets]] Deep Pockets&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_FIELDMEDIC.png | 32px | link=http://xcom.wikia.com/wiki/Field_Medic]] Field Medic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_REVIVE.png | 32px | link=http://xcom.wikia.com/wiki/Revive]] Revive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SAVIOR.png | 32px | link=http://xcom.wikia.com/wiki/Savior]] Savior&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Notes==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63077</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63077"/>
		<updated>2015-02-24T05:23:28Z</updated>

		<summary type="html">&lt;p&gt;Echo: /*  Heavy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Skill Tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | link=http://xcom.wikia.com/wiki/Run_%26_Gun]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | link=http://xcom.wikia.com/wiki/Close_and_Personal]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | link=http://xcom.wikia.com/wiki/Rapid_Fire]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | link=http://xcom.wikia.com/wiki/Killer_Instinct]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | link=http://xcom.wikia.com/wiki/Fire_Rocket]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | link=http://xcom.wikia.com/wiki/Shredder_Rocket]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | link=http://xcom.wikia.com/wiki/Danger_Zone]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | link=http://xcom.wikia.com/wiki/Rocketeer]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | link=http://xcom.wikia.com/wiki/Mayhem]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | caption | Headshot : Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | caption | Snap Shot: Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | caption | Squadsight: Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | caption | Disabling Shot: 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. 2 turn cooldown. (-10 Aim, reduced Damage) ]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | caption | In The Zone: &lt;br /&gt;
Killing a flanked or uncovered target with the sniper rifle does not cost an action. (applies only once to Pistols)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | caption | Double Tap: &lt;br /&gt;
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can&#039;t be used with Snap Shot) ]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | caption | Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | caption | Smoke and Mirrors : Allows two extra uses of Smoke Grenade each mission, for a total of three.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | caption | Dense Smoke: Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | caption | Combat Drugs&lt;br /&gt;
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Pool==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT AGGRESSION.png | 32px | link=http://xcom.wikia.com/wiki/Aggression]] Aggression &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT BRINGTHEMON.png | 32px | link=http://xcom.wikia.com/wiki/Bring_Em_On]] Bring &#039;Em On&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT_FLUSH.png | 32px | link=http://xcom.wikia.com/wiki/Flush]] Flush&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_BULLETSWARM.png | 32px | link=http://xcom.wikia.com/wiki/Bullet_Swarm]] Bullet Swarm&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HOLO.png | 32px | link=http://xcom.wikia.com/wiki/Holo-Targeting]] Holo-Targeting&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HEAT AMMO.png | 32px | link=http://xcom.wikia.com/wiki/HEAT_Ammo]] HEAT Ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER GUNSLINGER.png | 32px | link=http://xcom.wikia.com/wiki/Gunslinger]] Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER EXECUTIONER.png | 32px | link=http://xcom.wikia.com/wiki/Executioner]] Executioner&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT TACTICALSENSE.png | 32px | link=http://xcom.wikia.com/wiki/Tactical_Sense]] Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT LIGHTNINGREFLEXES.png | 32px | link=http://xcom.wikia.com/wiki/Lightning_Reflexes]] Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT EXTRACONDITIONING.png | 32px | link=http://xcom.wikia.com/wiki/Extra_Conditioning]] Extra Conditioning&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT RESILLIENCE.png | 32px | link=http://xcom.wikia.com/wiki/Resilience]] Resilience&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY WILLTOSURVIVE.png | 32px | link=http://xcom.wikia.com/wiki/Will_to_Survive]] Will To Survive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER LOWPROFILE.png | 32px | link=http://xcom.wikia.com/wiki/Low_Profile]] Low Profile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Overwatch/Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT CLOSECOMBAT.png | 32px | link=http://xcom.wikia.com/wiki/Close_Combat_Specialist]] Close Combat Specialist&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SENTINEL.png | 32px | link=]] Sentinel/ [[File:SUPPORT_SENTINEL.png | 32px | link=http://xcom.wikia.com/wiki/Rapid_Reaction]] Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_RIFLESUPPRESSION.png | 32px | link=http://xcom.wikia.com/wiki/Suppression]] Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_COVERINGFIRE.png | 32px | link=http://xcom.wikia.com/wiki/Covering_Fire]] Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_OPPORTUNIST.png | 32px | link=http://xcom.wikia.com/wiki/Opportunist]] Opportunist&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_GRENADIER.png | 32px | link=http://xcom.wikia.com/wiki/Grenadier]] Grenadier&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_DGG.png | 32px | link=http://xcom.wikia.com/wiki/Damn_Good_Ground]] Damn Good Ground&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_BATTLESCANNER.png | 32px | link=http://xcom.wikia.com/wiki/Battle_Scanner]] Battle Scanner&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_DEEPPOCKETS.png | 32px | link=http://xcom.wikia.com/wiki/Deep_Pockets]] Deep Pockets&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_FIELDMEDIC.png | 32px | link=http://xcom.wikia.com/wiki/Field_Medic]] Field Medic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_REVIVE.png | 32px | link=http://xcom.wikia.com/wiki/Revive]] Revive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SAVIOR.png | 32px | link=http://xcom.wikia.com/wiki/Savior]] Savior&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Notes==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63076</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63076"/>
		<updated>2015-02-24T05:21:22Z</updated>

		<summary type="html">&lt;p&gt;Echo: /*  Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Skill Tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | link=http://xcom.wikia.com/wiki/Run_%26_Gun]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | link=http://xcom.wikia.com/wiki/Close_and_Personal]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | link=http://xcom.wikia.com/wiki/Rapid_Fire]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | link=http://xcom.wikia.com/wiki/Killer_Instinct]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | caption | Fire Rocket:&lt;br /&gt;
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | Shredder Rocket: &lt;br /&gt;
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. (4 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | caption | Danger Zone&lt;br /&gt;
Increases hit area of rockets and suppression by 2 tiles]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | caption | Rocketeer: &lt;br /&gt;
Allows 1 additional standard rocket to be fired per battle.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | caption | Mayhem: &lt;br /&gt;
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | caption | Headshot : Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | caption | Snap Shot: Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | caption | Squadsight: Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | caption | Disabling Shot: 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. 2 turn cooldown. (-10 Aim, reduced Damage) ]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | caption | In The Zone: &lt;br /&gt;
Killing a flanked or uncovered target with the sniper rifle does not cost an action. (applies only once to Pistols)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | caption | Double Tap: &lt;br /&gt;
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can&#039;t be used with Snap Shot) ]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | caption | Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | caption | Smoke and Mirrors : Allows two extra uses of Smoke Grenade each mission, for a total of three.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | caption | Dense Smoke: Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | caption | Combat Drugs&lt;br /&gt;
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Pool==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT AGGRESSION.png | 32px | link=http://xcom.wikia.com/wiki/Aggression]] Aggression &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT BRINGTHEMON.png | 32px | link=http://xcom.wikia.com/wiki/Bring_Em_On]] Bring &#039;Em On&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT_FLUSH.png | 32px | link=http://xcom.wikia.com/wiki/Flush]] Flush&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_BULLETSWARM.png | 32px | link=http://xcom.wikia.com/wiki/Bullet_Swarm]] Bullet Swarm&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HOLO.png | 32px | link=http://xcom.wikia.com/wiki/Holo-Targeting]] Holo-Targeting&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HEAT AMMO.png | 32px | link=http://xcom.wikia.com/wiki/HEAT_Ammo]] HEAT Ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER GUNSLINGER.png | 32px | link=http://xcom.wikia.com/wiki/Gunslinger]] Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER EXECUTIONER.png | 32px | link=http://xcom.wikia.com/wiki/Executioner]] Executioner&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT TACTICALSENSE.png | 32px | link=http://xcom.wikia.com/wiki/Tactical_Sense]] Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT LIGHTNINGREFLEXES.png | 32px | link=http://xcom.wikia.com/wiki/Lightning_Reflexes]] Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT EXTRACONDITIONING.png | 32px | link=http://xcom.wikia.com/wiki/Extra_Conditioning]] Extra Conditioning&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT RESILLIENCE.png | 32px | link=http://xcom.wikia.com/wiki/Resilience]] Resilience&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY WILLTOSURVIVE.png | 32px | link=http://xcom.wikia.com/wiki/Will_to_Survive]] Will To Survive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER LOWPROFILE.png | 32px | link=http://xcom.wikia.com/wiki/Low_Profile]] Low Profile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Overwatch/Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT CLOSECOMBAT.png | 32px | link=http://xcom.wikia.com/wiki/Close_Combat_Specialist]] Close Combat Specialist&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SENTINEL.png | 32px | link=]] Sentinel/ [[File:SUPPORT_SENTINEL.png | 32px | link=http://xcom.wikia.com/wiki/Rapid_Reaction]] Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_RIFLESUPPRESSION.png | 32px | link=http://xcom.wikia.com/wiki/Suppression]] Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_COVERINGFIRE.png | 32px | link=http://xcom.wikia.com/wiki/Covering_Fire]] Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_OPPORTUNIST.png | 32px | link=http://xcom.wikia.com/wiki/Opportunist]] Opportunist&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_GRENADIER.png | 32px | link=http://xcom.wikia.com/wiki/Grenadier]] Grenadier&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_DGG.png | 32px | link=http://xcom.wikia.com/wiki/Damn_Good_Ground]] Damn Good Ground&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_BATTLESCANNER.png | 32px | link=http://xcom.wikia.com/wiki/Battle_Scanner]] Battle Scanner&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_DEEPPOCKETS.png | 32px | link=http://xcom.wikia.com/wiki/Deep_Pockets]] Deep Pockets&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_FIELDMEDIC.png | 32px | link=http://xcom.wikia.com/wiki/Field_Medic]] Field Medic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_REVIVE.png | 32px | link=http://xcom.wikia.com/wiki/Revive]] Revive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SAVIOR.png | 32px | link=http://xcom.wikia.com/wiki/Savior]] Savior&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Notes==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63075</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63075"/>
		<updated>2015-02-24T05:19:09Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Random Ability Pool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Skill Tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Run &amp;amp; Gun: Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | Close and Personal: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | caption | Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | caption | Killer Instinct: Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | caption | Fire Rocket:&lt;br /&gt;
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | Shredder Rocket: &lt;br /&gt;
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. (4 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | caption | Danger Zone&lt;br /&gt;
Increases hit area of rockets and suppression by 2 tiles]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | caption | Rocketeer: &lt;br /&gt;
Allows 1 additional standard rocket to be fired per battle.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | caption | Mayhem: &lt;br /&gt;
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | caption | Headshot : Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | caption | Snap Shot: Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | caption | Squadsight: Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | caption | Disabling Shot: 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. 2 turn cooldown. (-10 Aim, reduced Damage) ]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | caption | In The Zone: &lt;br /&gt;
Killing a flanked or uncovered target with the sniper rifle does not cost an action. (applies only once to Pistols)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | caption | Double Tap: &lt;br /&gt;
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can&#039;t be used with Snap Shot) ]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | caption | Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | caption | Smoke and Mirrors : Allows two extra uses of Smoke Grenade each mission, for a total of three.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | caption | Dense Smoke: Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | caption | Combat Drugs&lt;br /&gt;
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Pool==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT AGGRESSION.png | 32px | link=http://xcom.wikia.com/wiki/Aggression]] Aggression &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT BRINGTHEMON.png | 32px | link=http://xcom.wikia.com/wiki/Bring_Em_On]] Bring &#039;Em On&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT_FLUSH.png | 32px | link=http://xcom.wikia.com/wiki/Flush]] Flush&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_BULLETSWARM.png | 32px | link=http://xcom.wikia.com/wiki/Bullet_Swarm]] Bullet Swarm&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HOLO.png | 32px | link=http://xcom.wikia.com/wiki/Holo-Targeting]] Holo-Targeting&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HEAT AMMO.png | 32px | link=http://xcom.wikia.com/wiki/HEAT_Ammo]] HEAT Ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER GUNSLINGER.png | 32px | link=http://xcom.wikia.com/wiki/Gunslinger]] Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER EXECUTIONER.png | 32px | link=http://xcom.wikia.com/wiki/Executioner]] Executioner&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT TACTICALSENSE.png | 32px | link=http://xcom.wikia.com/wiki/Tactical_Sense]] Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT LIGHTNINGREFLEXES.png | 32px | link=http://xcom.wikia.com/wiki/Lightning_Reflexes]] Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT EXTRACONDITIONING.png | 32px | link=http://xcom.wikia.com/wiki/Extra_Conditioning]] Extra Conditioning&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT RESILLIENCE.png | 32px | link=http://xcom.wikia.com/wiki/Resilience]] Resilience&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY WILLTOSURVIVE.png | 32px | link=http://xcom.wikia.com/wiki/Will_to_Survive]] Will To Survive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER LOWPROFILE.png | 32px | link=http://xcom.wikia.com/wiki/Low_Profile]] Low Profile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Overwatch/Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT CLOSECOMBAT.png | 32px | link=http://xcom.wikia.com/wiki/Close_Combat_Specialist]] Close Combat Specialist&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SENTINEL.png | 32px | link=]] Sentinel/ [[File:SUPPORT_SENTINEL.png | 32px | link=http://xcom.wikia.com/wiki/Rapid_Reaction]] Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_RIFLESUPPRESSION.png | 32px | link=http://xcom.wikia.com/wiki/Suppression]] Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_COVERINGFIRE.png | 32px | link=http://xcom.wikia.com/wiki/Covering_Fire]] Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_OPPORTUNIST.png | 32px | link=http://xcom.wikia.com/wiki/Opportunist]] Opportunist&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_GRENADIER.png | 32px | link=http://xcom.wikia.com/wiki/Grenadier]] Grenadier&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_DGG.png | 32px | link=http://xcom.wikia.com/wiki/Damn_Good_Ground]] Damn Good Ground&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_BATTLESCANNER.png | 32px | link=http://xcom.wikia.com/wiki/Battle_Scanner]] Battle Scanner&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_DEEPPOCKETS.png | 32px | link=http://xcom.wikia.com/wiki/Deep_Pockets]] Deep Pockets&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_FIELDMEDIC.png | 32px | link=http://xcom.wikia.com/wiki/Field_Medic]] Field Medic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_REVIVE.png | 32px | link=http://xcom.wikia.com/wiki/Revive]] Revive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SAVIOR.png | 32px | link=http://xcom.wikia.com/wiki/Savior]] Savior&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Notes==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63074</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63074"/>
		<updated>2015-02-24T05:14:38Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Random Ability Pool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Skill Tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Run &amp;amp; Gun: Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | Close and Personal: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | caption | Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | caption | Killer Instinct: Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | caption | Fire Rocket:&lt;br /&gt;
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | Shredder Rocket: &lt;br /&gt;
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. (4 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | caption | Danger Zone&lt;br /&gt;
Increases hit area of rockets and suppression by 2 tiles]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | caption | Rocketeer: &lt;br /&gt;
Allows 1 additional standard rocket to be fired per battle.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | caption | Mayhem: &lt;br /&gt;
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | caption | Headshot : Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | caption | Snap Shot: Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | caption | Squadsight: Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | caption | Disabling Shot: 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. 2 turn cooldown. (-10 Aim, reduced Damage) ]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | caption | In The Zone: &lt;br /&gt;
Killing a flanked or uncovered target with the sniper rifle does not cost an action. (applies only once to Pistols)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | caption | Double Tap: &lt;br /&gt;
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can&#039;t be used with Snap Shot) ]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | caption | Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | caption | Smoke and Mirrors : Allows two extra uses of Smoke Grenade each mission, for a total of three.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | caption | Dense Smoke: Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | caption | Combat Drugs&lt;br /&gt;
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Pool==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT AGGRESSION.png | 32px | link=http://xcom.wikia.com/wiki/Aggression]] Aggression &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT BRINGTHEMON.png | 32px | link=http://xcom.wikia.com/wiki/Bring_Em_On]] Bring &#039;Em On&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT_FLUSH.png | 32px | link=http://xcom.wikia.com/wiki/Flush]] Flush&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_BULLETSWARM.png | 32px | link=http://xcom.wikia.com/wiki/Bullet_Swarm]] Bullet Swarm&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HOLO.png | 32px | link=http://xcom.wikia.com/wiki/Holo-Targeting]] Holo-Targeting&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HEAT AMMO.png | 32px | link=http://xcom.wikia.com/wiki/HEAT_Ammo]] HEAT Ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER GUNSLINGER.png | 32px | link=http://xcom.wikia.com/wiki/Gunslinger]] Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER EXECUTIONER.png | 32px | link=http://xcom.wikia.com/wiki/Executioner]] Executioner&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT TACTICALSENSE.png | 32px | link=]] Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT LIGHTNINGREFLEXES.png | 32px | link=]] Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT EXTRACONDITIONING.png | 32px | link=]] Extra Conditioning&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT RESILLIENCE.png | 32px | link=]] Resilience&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY WILLTOSURVIVE.png | 32px | link=]] Will To Survive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER LOWPROFILE.png | 32px | link=]] Low Profile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Overwatch/Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT CLOSECOMBAT.png | 32px | link=]] Close Combat Specialist&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SENTINEL.png | 32px | link=]] Sentinel/ [[File:SUPPORT_SENTINEL.png | 32px | link=]] Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_RIFLESUPPRESSION.png | 32px | link=]] Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_COVERINGFIRE.png | 32px | link=]] Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_OPPORTUNIST.png | 32px | link=]] Opportunist&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_GRENADIER.png | 32px | link=]] Grenadier&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_DGG.png | 32px | link=]] Damn Good Ground&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_BATTLESCANNER.png | 32px | link=]] Battle Scanner&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_DEEPPOCKETS.png | 32px | link=]] Deep Pockets&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_FIELDMEDIC.png | 32px | link=]] Field Medic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_REVIVE.png | 32px | link=]] Field Medic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SAVIOR.png | 32px | link=]] Savior&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Notes==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63073</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63073"/>
		<updated>2015-02-24T05:08:31Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Class skill tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Skill Tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Run &amp;amp; Gun: Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | Close and Personal: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | caption | Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | caption | Killer Instinct: Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | caption | Fire Rocket:&lt;br /&gt;
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | Shredder Rocket: &lt;br /&gt;
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. (4 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | caption | Danger Zone&lt;br /&gt;
Increases hit area of rockets and suppression by 2 tiles]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | caption | Rocketeer: &lt;br /&gt;
Allows 1 additional standard rocket to be fired per battle.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | caption | Mayhem: &lt;br /&gt;
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | caption | Headshot : Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | caption | Snap Shot: Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | caption | Squadsight: Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | caption | Disabling Shot: 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. 2 turn cooldown. (-10 Aim, reduced Damage) ]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | caption | In The Zone: &lt;br /&gt;
Killing a flanked or uncovered target with the sniper rifle does not cost an action. (applies only once to Pistols)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | caption | Double Tap: &lt;br /&gt;
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can&#039;t be used with Snap Shot) ]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | caption | Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | caption | Smoke and Mirrors : Allows two extra uses of Smoke Grenade each mission, for a total of three.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | caption | Dense Smoke: Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | caption | Combat Drugs&lt;br /&gt;
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Pool==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT AGGRESSION.png | 32px | link=]] Aggression &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT BRINGTHEMON.png | 32px | link=]] Bring &#039;Em On&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT_FLUSH.png | 32px | link=]] Flush&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_BULLETSWARM.png | 32px | link=]] Bullet Swarm&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HOLO.png | 32px | link=]] Holo-Targeting&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HEAT AMMO.png | 32px | link=]] HEAT Ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER GUNSLINGER.png | 32px | link=]] Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER EXECUTIONER.png | 32px | link=]] Executioner&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT TACTICALSENSE.png | 32px | link=]] Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT LIGHTNINGREFLEXES.png | 32px | link=]] Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT EXTRACONDITIONING.png | 32px | link=]] Extra Conditioning&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT RESILLIENCE.png | 32px | link=]] Resilience&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY WILLTOSURVIVE.png | 32px | link=]] Will To Survive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER LOWPROFILE.png | 32px | link=]] Low Profile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Overwatch/Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT CLOSECOMBAT.png | 32px | link=]] Close Combat Specialist&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SENTINEL.png | 32px | link=]] Sentinel/ [[File:SUPPORT_SENTINEL.png | 32px | link=]] Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_RIFLESUPPRESSION.png | 32px | link=]] Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_COVERINGFIRE.png | 32px | link=]] Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_OPPORTUNIST.png | 32px | link=]] Opportunist&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_GRENADIER.png | 32px | link=]] Grenadier&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_DGG.png | 32px | link=]] Damn Good Ground&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_BATTLESCANNER.png | 32px | link=]] Battle Scanner&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_DEEPPOCKETS.png | 32px | link=]] Deep Pockets&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_FIELDMEDIC.png | 32px | link=]] Field Medic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_REVIVE.png | 32px | link=]] Field Medic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SAVIOR.png | 32px | link=]] Savior&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Notes==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63048</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63048"/>
		<updated>2015-02-23T14:28:30Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Random Ability Pool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Run &amp;amp; Gun: Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | Close and Personal: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | caption | Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | caption | Killer Instinct: Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | caption | Fire Rocket:&lt;br /&gt;
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | Shredder Rocket: &lt;br /&gt;
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. (4 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | caption | Danger Zone&lt;br /&gt;
Increases hit area of rockets and suppression by 2 tiles]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | caption | Rocketeer: &lt;br /&gt;
Allows 1 additional standard rocket to be fired per battle.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | caption | Mayhem: &lt;br /&gt;
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | caption | Headshot : Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | caption | Snap Shot: Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | caption | Squadsight: Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | caption | Disabling Shot: 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. 2 turn cooldown. (-10 Aim, reduced Damage) ]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | caption | In The Zone: &lt;br /&gt;
Killing a flanked or uncovered target with the sniper rifle does not cost an action. (applies only once to Pistols)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | caption | Double Tap: &lt;br /&gt;
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can&#039;t be used with Snap Shot) ]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | caption | Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | caption | Smoke and Mirrors : Allows two extra uses of Smoke Grenade each mission, for a total of three.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | caption | Dense Smoke: Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | caption | Combat Drugs&lt;br /&gt;
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Pool==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT AGGRESSION.png | 32px | link=]] Aggression &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT BRINGTHEMON.png | 32px | link=]] Bring &#039;Em On&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT_FLUSH.png | 32px | link=]] Flush&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_BULLETSWARM.png | 32px | link=]] Bullet Swarm&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HOLO.png | 32px | link=]] Holo-Targeting&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HEAT AMMO.png | 32px | link=]] HEAT Ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER GUNSLINGER.png | 32px | link=]] Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER EXECUTIONER.png | 32px | link=]] Executioner&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT TACTICALSENSE.png | 32px | link=]] Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT LIGHTNINGREFLEXES.png | 32px | link=]] Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT EXTRACONDITIONING.png | 32px | link=]] Extra Conditioning&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT RESILLIENCE.png | 32px | link=]] Resilience&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY WILLTOSURVIVE.png | 32px | link=]] Will To Survive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER LOWPROFILE.png | 32px | link=]] Low Profile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Overwatch/Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT CLOSECOMBAT.png | 32px | link=]] Close Combat Specialist&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SENTINEL.png | 32px | link=]] Sentinel/ [[File:SUPPORT_SENTINEL.png | 32px | link=]] Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_RIFLESUPPRESSION.png | 32px | link=]] Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_COVERINGFIRE.png | 32px | link=]] Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_OPPORTUNIST.png | 32px | link=]] Opportunist&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_GRENADIER.png | 32px | link=]] Grenadier&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_DGG.png | 32px | link=]] Damn Good Ground&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_BATTLESCANNER.png | 32px | link=]] Battle Scanner&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_DEEPPOCKETS.png | 32px | link=]] Deep Pockets&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_FIELDMEDIC.png | 32px | link=]] Field Medic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_REVIVE.png | 32px | link=]] Field Medic&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SAVIOR.png | 32px | link=]] Savior&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Notes==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63047</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63047"/>
		<updated>2015-02-23T14:23:50Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Random Ability Pool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Run &amp;amp; Gun: Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | Close and Personal: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | caption | Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | caption | Killer Instinct: Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | caption | Fire Rocket:&lt;br /&gt;
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | Shredder Rocket: &lt;br /&gt;
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. (4 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | caption | Danger Zone&lt;br /&gt;
Increases hit area of rockets and suppression by 2 tiles]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | caption | Rocketeer: &lt;br /&gt;
Allows 1 additional standard rocket to be fired per battle.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | caption | Mayhem: &lt;br /&gt;
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | caption | Headshot : Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | caption | Snap Shot: Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | caption | Squadsight: Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | caption | Disabling Shot: 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. 2 turn cooldown. (-10 Aim, reduced Damage) ]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | caption | In The Zone: &lt;br /&gt;
Killing a flanked or uncovered target with the sniper rifle does not cost an action. (applies only once to Pistols)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | caption | Double Tap: &lt;br /&gt;
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can&#039;t be used with Snap Shot) ]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | caption | Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | caption | Smoke and Mirrors : Allows two extra uses of Smoke Grenade each mission, for a total of three.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | caption | Dense Smoke: Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | caption | Combat Drugs&lt;br /&gt;
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Pool==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT AGGRESSION.png | 32px | link=]] Aggression &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT BRINGTHEMON.png | 32px | link=]] Bring &#039;Em On&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT_FLUSH.png | 32px | link=]] Flush&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_BULLETSWARM.png | 32px | link=]] Bullet Swarm&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HOLO.png | 32px | link=]] Holo-Targeting&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HEAT AMMO.png | 32px | link=]] HEAT Ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER GUNSLINGER.png | 32px | link=]] Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER EXECUTIONER.png | 32px | link=]] Executioner&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT TACTICALSENSE.png | 32px | link=]] Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT LIGHTNINGREFLEXES.png | 32px | link=]] Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT EXTRACONDITIONING.png | 32px | link=]] Extra Conditioning&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT RESILLIENCE.png | 32px | link=]] Resilience&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY WILLTOSURVIVE.png | 32px | link=]] Will To Survive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER LOWPROFILE.png | 32px | link=]] Low Profile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Overwatch/Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT CLOSECOMBAT.png | 32px | link=]] Close Combat Specialist&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_SENTINEL.png | 32px | link=]] Sentinel/ [[File:SUPPORT_SENTINEL.png | 32px | link=]] Rapid Reaction&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_RIFLESUPPRESSION.png | 32px | link=]] Suppression&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SUPPORT_COVERINGFIRE.png | 32px | link=]] Covering Fire&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER_OPPORTUNIST.png | 32px | link=]] Opportunist&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Notes==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63046</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63046"/>
		<updated>2015-02-23T09:21:20Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Class skill tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Run &amp;amp; Gun: Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | Close and Personal: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | caption | Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | caption | Killer Instinct: Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | caption | Fire Rocket:&lt;br /&gt;
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | Shredder Rocket: &lt;br /&gt;
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. (4 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | caption | Danger Zone&lt;br /&gt;
Increases hit area of rockets and suppression by 2 tiles]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | caption | Rocketeer: &lt;br /&gt;
Allows 1 additional standard rocket to be fired per battle.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | caption | Mayhem: &lt;br /&gt;
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | caption | Headshot : Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | caption | Snap Shot: Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | caption | Squadsight: Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | caption | Disabling Shot: 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. 2 turn cooldown. (-10 Aim, reduced Damage) ]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | caption | In The Zone: &lt;br /&gt;
Killing a flanked or uncovered target with the sniper rifle does not cost an action. (applies only once to Pistols)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | caption | Double Tap: &lt;br /&gt;
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can&#039;t be used with Snap Shot) ]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | caption | Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | caption | Smoke and Mirrors : Allows two extra uses of Smoke Grenade each mission, for a total of three.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | caption | Dense Smoke: Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | caption | Combat Drugs&lt;br /&gt;
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Pool==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT AGGRESSION.png | 32px | link=]] Aggression &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT BRINGTHEMON.png | 32px | link=]] Bring &#039;Em On&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT_FLUSH.png | 32px | link=]] Flush&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_BULLETSWARM.png | 32px | link=]] Bullet Swarm&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HOLO.png | 32px | link=]] Holo-Targeting&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HEAT AMMO.png | 32px | link=]] HEAT Ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER GUNSLINGER.png | 32px | link=]] Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER EXECUTIONER.png | 32px | link=]] Executioner&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT TACTICALSENSE.png | 32px | link=]] Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT LIGHTNINGREFLEXES.png | 32px | link=]] Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT EXTRACONDITIONING.png | 32px | link=]] Extra Conditioning&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT RESILLIENCE.png | 32px | link=]] Resilience&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY WILLTOSURVIVE.png | 32px | link=]] Will To Survive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER LOWPROFILE.png | 32px | link=]] Low Profile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Notes==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63045</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63045"/>
		<updated>2015-02-23T09:20:26Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Random Ability Pool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Run &amp;amp; Gun: Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | Close and Personal: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | caption | Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | caption | Killer Instinct: Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | caption | Fire Rocket:&lt;br /&gt;
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | Shredder Rocket: &lt;br /&gt;
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. (4 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | caption | Danger Zone&lt;br /&gt;
Increases hit area of rockets and suppression by 2 tiles]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | caption | Rocketeer: &lt;br /&gt;
Allows 1 additional standard rocket to be fired per battle.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | caption | Mayhem: &lt;br /&gt;
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | caption | Headshot : Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | caption | Snap Shot: Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | caption | Squadsight: Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | caption | Disabling Shot: 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. 2 turn cooldown. (-10 Aim, reduced Damage) ]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | caption | In The Zone: &lt;br /&gt;
Killing a flanked or uncovered target with the sniper rifle does not cost an action. (applies only once to Pistols)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | caption | Double Tap: &lt;br /&gt;
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can&#039;t be used with Snap Shot) ]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | caption | Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | caption | Smoke and Mirrors : Allows two extra uses of Smoke Grenade each mission, for a total of three.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | caption | Dense Smoke: Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | caption | Combat Drugs&lt;br /&gt;
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Pool==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT AGGRESSION.png | 32px | link=]] Aggression &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT BRINGTHEMON.png | 32px | link=]] Bring &#039;Em On&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT_FLUSH.png | 32px | link=]] Flush&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_BULLETSWARM.png | 32px | link=]] Bullet Swarm&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HOLO.png | 32px | link=]] Holo-Targeting&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HEAT AMMO.png | 32px | link=]] HEAT Ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER GUNSLINGER.png | 32px | link=]] Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER EXECUTIONER.png | 32px | link=]] Executioner&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT TACTICALSENSE.png | 32px | link=]] Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT LIGHTNINGREFLEXES.png | 32px | link=]] Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT EXTRACONDITIONING.png | 32px | link=]] Extra Conditioning&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT RESILLIENCE.png | 32px | link=]] Resilience&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY WILLTOSURVIVE.png | 32px | link=]] Will To Survive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER LOWPROFILE.png | 32px | link=]] Low Profile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Notes==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63044</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63044"/>
		<updated>2015-02-23T09:19:24Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Class skill tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Run &amp;amp; Gun: Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | Close and Personal: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | caption | Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | caption | Killer Instinct: Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | caption | Fire Rocket:&lt;br /&gt;
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | Shredder Rocket: &lt;br /&gt;
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. (4 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | caption | Danger Zone&lt;br /&gt;
Increases hit area of rockets and suppression by 2 tiles]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | caption | Rocketeer: &lt;br /&gt;
Allows 1 additional standard rocket to be fired per battle.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | caption | Mayhem: &lt;br /&gt;
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | caption | Headshot : Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | caption | Snap Shot: Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | caption | Squadsight: Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | caption | Disabling Shot: 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. 2 turn cooldown. (-10 Aim, reduced Damage) ]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | caption | In The Zone: &lt;br /&gt;
Killing a flanked or uncovered target with the sniper rifle does not cost an action. (applies only once to Pistols)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | caption | Double Tap: &lt;br /&gt;
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can&#039;t be used with Snap Shot) ]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | caption | Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | caption | Smoke and Mirrors : Allows two extra uses of Smoke Grenade each mission, for a total of three.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | caption | Dense Smoke: Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | caption | Combat Drugs&lt;br /&gt;
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Pool==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT AGGRESSION.png | link=]] Aggression &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT BRINGTHEMON.png | link=]] Bring &#039;Em On&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT_FLUSH.png | link=]] Flush&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY_BULLETSWARM.png | link=]] Bullet Swarm&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HOLO.png | link=]] Holo-Targeting&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY HEAT AMMO.png | link=]] HEAT Ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER GUNSLINGER.png | link=]] Gunslinger&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER EXECUTIONER.png | link=]] Executioner&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defensive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT TACTICALSENSE.png | link=]] Tactical Sense&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT LIGHTNINGREFLEXES.png | link=]] Lightning Reflexes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT EXTRACONDITIONING.png | link=]] Extra Conditioning&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ASSAULT RESILLIENCE.png | link=]] Resilience&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HEAVY WILLTOSURVIVE.png | link=]] Will To Survive&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SNIPER LOWPROFILE.png | link=]] Low Profile&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Notes==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63043</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63043"/>
		<updated>2015-02-23T08:53:13Z</updated>

		<summary type="html">&lt;p&gt;Echo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Run &amp;amp; Gun: Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | Close and Personal: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | caption | Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | caption | Killer Instinct: Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | caption | Fire Rocket:&lt;br /&gt;
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | Shredder Rocket: &lt;br /&gt;
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. (4 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | caption | Danger Zone&lt;br /&gt;
Increases hit area of rockets and suppression by 2 tiles]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | caption | Rocketeer: &lt;br /&gt;
Allows 1 additional standard rocket to be fired per battle.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | caption | Mayhem: &lt;br /&gt;
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | caption | Headshot : Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | caption | Snap Shot: Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | caption | Squadsight: Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | caption | Disabling Shot: 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. 2 turn cooldown. (-10 Aim, reduced Damage) ]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | caption | In The Zone: &lt;br /&gt;
Killing a flanked or uncovered target with the sniper rifle does not cost an action. (applies only once to Pistols)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | caption | Double Tap: &lt;br /&gt;
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can&#039;t be used with Snap Shot) ]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | caption | Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | caption | Smoke and Mirrors : Allows two extra uses of Smoke Grenade each mission, for a total of three.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | caption | Dense Smoke: Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | caption | Combat Drugs&lt;br /&gt;
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Random Ability Notes==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63042</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63042"/>
		<updated>2015-02-23T08:51:35Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Ability Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Run &amp;amp; Gun: Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | Close and Personal: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | caption | Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | caption | Killer Instinct: Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | caption | Fire Rocket:&lt;br /&gt;
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | Shredder Rocket: &lt;br /&gt;
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. (4 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | caption | Danger Zone&lt;br /&gt;
Increases hit area of rockets and suppression by 2 tiles]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | caption | Rocketeer: &lt;br /&gt;
Allows 1 additional standard rocket to be fired per battle.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | caption | Mayhem: &lt;br /&gt;
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | caption | Headshot : Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | caption | Snap Shot: Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | caption | Squadsight: Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | caption | Disabling Shot: 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. 2 turn cooldown. (-10 Aim, reduced Damage) ]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | caption | In The Zone: &lt;br /&gt;
Killing a flanked or uncovered target with the sniper rifle does not cost an action. (applies only once to Pistols)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | caption | Double Tap: &lt;br /&gt;
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can&#039;t be used with Snap Shot) ]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | caption | Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | caption | Smoke and Mirrors : Allows two extra uses of Smoke Grenade each mission, for a total of three.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | caption | Dense Smoke: Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | caption | Combat Drugs&lt;br /&gt;
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Ability Notes==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63041</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63041"/>
		<updated>2015-02-23T08:51:18Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Random Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Run &amp;amp; Gun: Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | Close and Personal: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | caption | Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | caption | Killer Instinct: Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | caption | Fire Rocket:&lt;br /&gt;
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | Shredder Rocket: &lt;br /&gt;
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. (4 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | caption | Danger Zone&lt;br /&gt;
Increases hit area of rockets and suppression by 2 tiles]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | caption | Rocketeer: &lt;br /&gt;
Allows 1 additional standard rocket to be fired per battle.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | caption | Mayhem: &lt;br /&gt;
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | caption | Headshot : Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | caption | Snap Shot: Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | caption | Squadsight: Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | caption | Disabling Shot: 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. 2 turn cooldown. (-10 Aim, reduced Damage) ]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | caption | In The Zone: &lt;br /&gt;
Killing a flanked or uncovered target with the sniper rifle does not cost an action. (applies only once to Pistols)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | caption | Double Tap: &lt;br /&gt;
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can&#039;t be used with Snap Shot) ]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | caption | Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | caption | Smoke and Mirrors : Allows two extra uses of Smoke Grenade each mission, for a total of three.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | caption | Dense Smoke: Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | caption | Combat Drugs&lt;br /&gt;
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Ability Notes==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63040</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63040"/>
		<updated>2015-02-23T08:45:26Z</updated>

		<summary type="html">&lt;p&gt;Echo: /*  Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Run &amp;amp; Gun: Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | Close and Personal: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | caption | Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | caption | Killer Instinct: Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | caption | Fire Rocket:&lt;br /&gt;
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | Shredder Rocket: &lt;br /&gt;
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. (4 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | caption | Danger Zone&lt;br /&gt;
Increases hit area of rockets and suppression by 2 tiles]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | caption | Rocketeer: &lt;br /&gt;
Allows 1 additional standard rocket to be fired per battle.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | caption | Mayhem: &lt;br /&gt;
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | caption | Headshot : Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | caption | Snap Shot: Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | caption | Squadsight: Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | caption | Disabling Shot: 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. 2 turn cooldown. (-10 Aim, reduced Damage) ]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | caption | In The Zone: &lt;br /&gt;
Killing a flanked or uncovered target with the sniper rifle does not cost an action. (applies only once to Pistols)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | caption | Double Tap: &lt;br /&gt;
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can&#039;t be used with Snap Shot) ]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | caption | Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | caption | Smoke and Mirrors : Allows two extra uses of Smoke Grenade each mission, for a total of three.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | caption | Dense Smoke: Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | caption | Combat Drugs&lt;br /&gt;
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63039</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63039"/>
		<updated>2015-02-23T08:42:11Z</updated>

		<summary type="html">&lt;p&gt;Echo: /*  Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Run &amp;amp; Gun: Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | Close and Personal: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | caption | Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | caption | Killer Instinct: Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | caption | Fire Rocket:&lt;br /&gt;
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | Shredder Rocket: &lt;br /&gt;
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. (4 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | caption | Danger Zone&lt;br /&gt;
Increases hit area of rockets and suppression by 2 tiles]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | caption | Rocketeer: &lt;br /&gt;
Allows 1 additional standard rocket to be fired per battle.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | caption | Mayhem: &lt;br /&gt;
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | caption | Headshot : Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | caption | Snap Shot: Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | caption | Squadsight: Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | caption | Disabling Shot: 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. 2 turn cooldown. (-10 Aim, reduced Damage) ]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | caption | In The Zone: &lt;br /&gt;
Killing a flanked or uncovered target with the sniper rifle does not cost an action. (applies only once to Pistols)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | caption | Double Tap: &lt;br /&gt;
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown. (Can&#039;t be used with Snap Shot) ]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63038</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63038"/>
		<updated>2015-02-23T08:38:39Z</updated>

		<summary type="html">&lt;p&gt;Echo: /*  Heavy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Run &amp;amp; Gun: Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | Close and Personal: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | caption | Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | caption | Killer Instinct: Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | caption | Fire Rocket:&lt;br /&gt;
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | Shredder Rocket: &lt;br /&gt;
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. (4 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | caption | Danger Zone&lt;br /&gt;
Increases hit area of rockets and suppression by 2 tiles]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | caption | Rocketeer: &lt;br /&gt;
Allows 1 additional standard rocket to be fired per battle.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | caption | Mayhem: &lt;br /&gt;
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63037</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63037"/>
		<updated>2015-02-23T08:38:21Z</updated>

		<summary type="html">&lt;p&gt;Echo: /*  Heavy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Run &amp;amp; Gun: Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | Close and Personal: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | caption | Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | caption | Killer Instinct: Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | caption | Fire Rocket:&lt;br /&gt;
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | Shredder Rocket: &lt;br /&gt;
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. (4 Damage)]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | caption | Danger Zone&lt;br /&gt;
Increases hit area of rockets and suppression by 2 tiles]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | caption | Rocketeer: &lt;br /&gt;
Allows 1 additional standard rocket to be fired per battle.]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | caption | Mayhem: &lt;br /&gt;
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63036</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63036"/>
		<updated>2015-02-23T08:36:08Z</updated>

		<summary type="html">&lt;p&gt;Echo: /*  Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Run &amp;amp; Gun: Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | Close and Personal: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | caption | Rapid Fire: Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | caption | Killer Instinct: Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63035</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63035"/>
		<updated>2015-02-23T08:31:45Z</updated>

		<summary type="html">&lt;p&gt;Echo: /*  Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | caption | Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | caption | Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63034</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63034"/>
		<updated>2015-02-23T08:30:56Z</updated>

		<summary type="html">&lt;p&gt;Echo: /*  Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | caption | Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | caption | The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63033</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63033"/>
		<updated>2015-02-23T08:29:21Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Class skill tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | link= | caption | Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown. ]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63032</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63032"/>
		<updated>2015-02-23T08:22:42Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Skill tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63031</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63031"/>
		<updated>2015-02-23T08:22:20Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Visual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Skill tables==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63030</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63030"/>
		<updated>2015-02-23T08:21:37Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Class Locked Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Visual==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63029</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63029"/>
		<updated>2015-02-23T08:18:33Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Visual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Locked Abilities== &lt;br /&gt;
* [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Headshot&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; (Corporal), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Support (EU2012)|Support]]: &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; (Captain)&lt;br /&gt;
&lt;br /&gt;
==Visual==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]]  &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | 32px | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | 32px | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | 32px | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | 32px | link=]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Echo/vector.css&amp;diff=63028</id>
		<title>User:Echo/vector.css</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Echo/vector.css&amp;diff=63028"/>
		<updated>2015-02-23T07:56:00Z</updated>

		<summary type="html">&lt;p&gt;Echo: Created page with &amp;quot;table.training-roulette img{ width:32px; height:32px; }&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.training-roulette img{&lt;br /&gt;
width:32px;&lt;br /&gt;
height:32px;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63027</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63027"/>
		<updated>2015-02-23T07:40:57Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Visual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Locked Abilities== &lt;br /&gt;
* [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Headshot&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; (Corporal), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Support (EU2012)|Support]]: &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; (Captain)&lt;br /&gt;
&lt;br /&gt;
==Visual==&lt;br /&gt;
&amp;lt;table class=&amp;quot;training-roulette&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Echo/common.css&amp;diff=63026</id>
		<title>User:Echo/common.css</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Echo/common.css&amp;diff=63026"/>
		<updated>2015-02-23T07:40:50Z</updated>

		<summary type="html">&lt;p&gt;Echo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.training-roulette img{&lt;br /&gt;
width:32px;&lt;br /&gt;
height:32px;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Echo/common.css&amp;diff=63025</id>
		<title>User:Echo/common.css</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Echo/common.css&amp;diff=63025"/>
		<updated>2015-02-23T07:40:11Z</updated>

		<summary type="html">&lt;p&gt;Echo: Created page with &amp;quot;table.training-roulette image{ width:32px; height:32px; }&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.training-roulette image{&lt;br /&gt;
width:32px;&lt;br /&gt;
height:32px;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63024</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63024"/>
		<updated>2015-02-23T05:02:55Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Visual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Locked Abilities== &lt;br /&gt;
* [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Headshot&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; (Corporal), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Support (EU2012)|Support]]: &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; (Captain)&lt;br /&gt;
&lt;br /&gt;
==Visual==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63023</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63023"/>
		<updated>2015-02-23T04:55:47Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Class Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Locked Abilities== &lt;br /&gt;
* [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Headshot&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; (Corporal), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Support (EU2012)|Support]]: &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; (Captain)&lt;br /&gt;
&lt;br /&gt;
==Visual==&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Class Notes==&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63022</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63022"/>
		<updated>2015-02-23T04:45:53Z</updated>

		<summary type="html">&lt;p&gt;Echo: /*  Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Locked Abilities== &lt;br /&gt;
* [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Headshot&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; (Corporal), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Support (EU2012)|Support]]: &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; (Captain)&lt;br /&gt;
&lt;br /&gt;
==Visual==&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Class Notes===&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63021</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63021"/>
		<updated>2015-02-23T04:45:27Z</updated>

		<summary type="html">&lt;p&gt;Echo: /*  Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Locked Abilities== &lt;br /&gt;
* [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Headshot&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; (Corporal), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Support (EU2012)|Support]]: &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; (Captain)&lt;br /&gt;
&lt;br /&gt;
==Visual==&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Support_(EU2012) | Support]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEGRENADE.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_SMOKEMIRRORS.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[File:SUPPORT_DENSESMOKE.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:SUPPORT_COMBATDRUGS.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Class Notes===&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63020</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63020"/>
		<updated>2015-02-23T04:28:20Z</updated>

		<summary type="html">&lt;p&gt;Echo: /*  Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Locked Abilities== &lt;br /&gt;
* [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Headshot&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; (Corporal), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Support (EU2012)|Support]]: &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; (Captain)&lt;br /&gt;
&lt;br /&gt;
==Visual==&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Heavy_(EU2012) | Heavy]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:HEAVY_FIREROCKET.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[File:HEAVY_SHREDDER.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_DANGERZONE.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:HEAVY_ROCKETEER.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:HEAVY_MAYHEM.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Notes&#039;&#039;&#039;&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63019</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63019"/>
		<updated>2015-02-23T04:03:21Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Locked Abilities== &lt;br /&gt;
* [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Headshot&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; (Corporal), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Support (EU2012)|Support]]: &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; (Captain)&lt;br /&gt;
&lt;br /&gt;
==Visual==&lt;br /&gt;
===[[Assault_(EU2012) | Assault]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Notes&#039;&#039;&#039;&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63018</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63018"/>
		<updated>2015-02-23T03:59:24Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Visual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Locked Abilities== &lt;br /&gt;
* [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Headshot&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; (Corporal), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Support (EU2012)|Support]]: &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; (Captain)&lt;br /&gt;
&lt;br /&gt;
==Visual==&lt;br /&gt;
===Assault===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:ASSAULT RUNGUN.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:Training-roulette.png | link=]] &lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT CLOSEPERSONAL.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT RAPIDFIRE.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[File:ASSAULT_KILLERINSTINCT.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Sniper_(EU2012) | Sniper]]===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Notes&#039;&#039;&#039;&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63017</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63017"/>
		<updated>2015-02-23T03:47:59Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Locked Abilities== &lt;br /&gt;
* [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Headshot&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; (Corporal), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Support (EU2012)|Support]]: &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; (Captain)&lt;br /&gt;
&lt;br /&gt;
==Visual==&lt;br /&gt;
===Sniper===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Notes&#039;&#039;&#039;&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63016</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63016"/>
		<updated>2015-02-23T03:46:50Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Locked Abilities== &lt;br /&gt;
* [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Headshot&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; (Corporal), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Support (EU2012)|Support]]: &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; (Captain)&lt;br /&gt;
&lt;br /&gt;
==Visual==&lt;br /&gt;
===Sniper===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|[[file:Training-roulette.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Notes&#039;&#039;&#039;&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Training-roulette.png&amp;diff=63015</id>
		<title>File:Training-roulette.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Training-roulette.png&amp;diff=63015"/>
		<updated>2015-02-23T03:46:16Z</updated>

		<summary type="html">&lt;p&gt;Echo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63014</id>
		<title>Training Roulette (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=63014"/>
		<updated>2015-02-23T03:01:44Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Class Locked Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Locked Abilities== &lt;br /&gt;
* [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Headshot&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; (Corporal), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Support (EU2012)|Support]]: &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; (Captain)&lt;br /&gt;
&lt;br /&gt;
==Visual==&lt;br /&gt;
===Sniper===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Squaddie&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER HEADSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corporal&lt;br /&gt;
|[[file:SNIPER SQUADSIGHT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER SNAPSHOT.png | link=]]&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lieutenant&lt;br /&gt;
|[[file:SNIPER DISABLINGSHOT.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Captain&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Major&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Colonel&lt;br /&gt;
|[[file:SNIPER ITZ.png | link=]]&lt;br /&gt;
|&lt;br /&gt;
|[[file:SNIPER DOUBLETAP.png | link=]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Notes&#039;&#039;&#039;&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role.&lt;br /&gt;
&lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and/or generally help the squad avoid trouble by allowing to scout at map sections out of your soldiers&#039; sight without activating aliens or to detect ambushes.&lt;br /&gt;
** Becomes less useful after the Bioelectric Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annette, or non-storyline), or if the OTS&#039;s New Guy ability is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessible but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
The 3 most important abilities that can only be randomly received are: &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of these 3 will allow the player very important options for the squad and they can be all received at Corporal rank, which can result in their early deployment during a campaign. And all 3 are useful in the later game, specially Lightning Reflexes and Field Medic. &lt;br /&gt;
&lt;br /&gt;
In addition, there are several important combinations of abilities:&lt;br /&gt;
*  [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; + [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039; + [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** This will make any unit into an Overwatch powerhouse. Try putting such units just out of range of alien sight, so any that attempt to rush forward will blunder into this trap.&lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039; + [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039; + [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039; + [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; + Tactical Rigging&lt;br /&gt;
** The Medic Support&#039;s combination. Though it is unlikely that you will get all 4 abilities on a soldier, any collection of the components may be worthwhile on any unit, particularly those who&#039;re less fond of the Support&#039;s lower damage capacity compared to other classes, and rather have the slot open for a heavier hitter.&lt;br /&gt;
* HEAT + Close Combat Specialist&lt;br /&gt;
** If Seekers are currently hunting your soldiers (and no other alien types are currently engaging), and you have a soldier with this combo: place them in the middle of the pack. By default, the Seeker will not go for that soldier, but attempt to strangle the soldiers around it, triggering CCS. Heat will increase the damage. And if the unit in question happens to be a shotgun-Assault, that&#039;s a near-guaranteed kill.&lt;br /&gt;
* Bullet Swarm + Rapid Fire&lt;br /&gt;
** An exclusive combo for Assaults, this allows up to three salvos of fire, raining pain down upon foes. Of course, this will eat up ammo like nobody&#039;s business.&lt;br /&gt;
* Holo-Targeting + Bullet Swarm/Double Tap&lt;br /&gt;
** As mentioned above, the +10 aim effect works for both shots if taken at different targets. Excellent if you have some airborne enemies, like drones, to take care of.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=63013</id>
		<title>Abilities (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=63013"/>
		<updated>2015-02-23T02:23:44Z</updated>

		<summary type="html">&lt;p&gt;Echo: Additional header sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of all abilities can be found below, with their in-game descriptions. More information about &#039;&#039;&#039;Abilities&#039;&#039;&#039; and their uses can be found on the links on top of each category. &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.&lt;br /&gt;
&lt;br /&gt;
===[[Assault (EU2012)|Assault]] Abilties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ASSAULT RUNGUN.png|32px|left]]&#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. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:ASSAULT AGGRESSION.png|32px|left]] &#039;&#039;&#039;Aggression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; style=&amp;quot;background: #F2F2F2&amp;quot; | [[File:ASSAULT TACTICALSENSE.png|32px|left]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; |[[File:ASSAULT CLOSEPERSONAL.png|32px|left]] &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || 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;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|left]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || 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; style=&amp;quot;background: #F2F2F2&amp;quot;  |[[File:ASSAULT RAPIDFIRE.png|32px|left]] &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:ASSAULT FLUSH.png|32px|left]] &#039;&#039;&#039;Flush&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; |[[File:ASSAULT BRINGTHEMON.png|32px|left]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || 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; |[[File:ASSAULT CLOSECOMBAT.png|32px|left]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || 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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:ASSAULT EXTRACONDITIONING.png|32px|left]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; |[[File:ASSAULT KILLERINSTINCT.png|32px|left]] &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ASSAULT RESILLIENCE.png|32px|left]] &#039;&#039;&#039;Resilience&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Heavy (EU2012)|Heavy]] Abilities===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:HEAVY FIREROCKET.png|32px|left]] &#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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:HEAVY BULLETSWARM.png|32px|left]]&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:HEAVY HOLO.png|32px|left]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:HEAVY SHREDDER.png|32px|left]] &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || 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; |[[File:HEAVY SUPPRESSION.png|32px|left]] &#039;&#039;&#039;Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || 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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:HEAVY HEAT AMMO.png|32px|left]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;+100% to damage against robotic enemies.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;Confers +50% damage against robotic enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:HEAVY RAPIDREACTION.png|32px|left]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; |[[File:HEAVY GRENADIER.png|32px|left]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:HEAVY DANGERZONE.png|32px|left]] &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || 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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:HEAVY WILLTOSURVIVE.png|32px|left]] &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:HEAVY ROCKETEER.png|32px|left]] &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:HEAVY MAYHEM.png|32px|left]] &#039;&#039;&#039;Mayhem&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || 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;
&lt;br /&gt;
===[[Sniper (EU2012)|Sniper]] Abilities===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SNIPER HEADSHOT.png|32px|left]] &#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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SNIPER SQUADSIGHT.png|32px|left]] &#039;&#039;&#039;Squadsight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Allows firing at targets in any ally&#039;s sight radius.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SNIPER SNAPSHOT.png|32px|left]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SNIPER_DGG.png|32px|left]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant  || 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; |[[File:SNIPER GUNSLINGER.png|32px|left]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || 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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SNIPER DISABLINGSHOT.png|32px|left]] &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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. 2 turn cooldown. -10 Aim penalty&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SNIPER BATTLESCANNER.png|32px|left]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; |[[File:SNIPER EXECUTIONER.png|32px|left]]&#039;&#039;&#039;Executioner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || 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; |[[File:SNIPER OPPORTUNIST.png|32px|left]]&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || 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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SNIPER_LOWPROFILE.png|32px|left]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SNIPER_ITZ.png|32px|left]]&#039;&#039;&#039;In The Zone || align=&amp;quot;center&amp;quot; | Colonel || 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; |[[File:SNIPER_DOUBLETAP.png|32px|left]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Support (EU2012)|Support]] Abilities===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SUPPORT SMOKEGRENADE.png|32px|left]]&#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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SUPPORT SPRINTER.png|32px|left]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SUPPORT COVERINGFIRE.png|32px|left]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: The reaction fire now happens before the enemy attacks, not after.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SUPPORT FIELDMEDIC.png|32px|left]]&#039;&#039;&#039;Field Medic || align=&amp;quot;center&amp;quot; | Sergeant || 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; |[[File:SUPPORT SMOKEMIRRORS.png|32px|left]] &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows 1 additional use of Smoke Grenade each mission.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;Allows two extra uses of Smoke Grenade each mission, for a total of three.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SUPPORT REVIVE.png|32px|left]]&#039;&#039;&#039;Revive || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SUPPORT RIFLESUPPRESSION.png|32px|left]]&#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; |[[File:SUPPORT COMBATDRUGS.png|32px|left]]&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SUPPORT DENSESMOKE.png|32px|left]]&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039; (Also grants +20 Aim Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SUPPORT DEEPPOCKETS.png|32px|left]]&#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Confers an additional item slot in inventory.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SUPPORT SAVIOR.png|32px|left]]&#039;&#039;&#039;Savior&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Medikits restore 4 more health per use.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SUPPORT SENTINEL.png|32px|left]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || 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;
===[[Psionic (EU2012)|Psionic]] Abilities===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PSIONIC MINDFRAY.png|32px|left]]&#039;&#039;&#039;Mindfray&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Psionic || 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 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:PSIONIC PSIINSPIRATION.png|32px|left]]&#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Specialist || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by 30 for 3 turns. 4 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:PSIONIC PANIC.png|32px|left]]&#039;&#039;&#039;Psi Panic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Specialist || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Cause target to panic on its following turn, if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  |[[File:PSIONIC TELEKINETICFIELD.png|32px|left]]&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; ||align=&amp;quot;center&amp;quot; | Operative || 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 40 Defense to both allies and enemies within the field. 5 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PSIONIC MINDCONTROL.png|32px|left]]&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;  | Operative || 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. 5 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;|[[File:PSIONIC RIFT.png|32px|left]]&#039;&#039;&#039;Rift&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;| &#039;&#039;Special&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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. 4 turn cooldown.&#039;&#039; Only available at a certain time in the story.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[MEC Trooper (EU2012)|MEC Trooper]] Abilities===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC SHOCK ABSORBENT ARMOR.png|32px|left]]&#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;||Squaddie ([[Assault (EU2012)|Assault]])||&#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC BODY SHIELD.png|32px|left]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;||Squaddie ([[Heavy (EU2012)|Heavy]])||&#039;&#039;The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC PLATFORM STABILITY.png|32px|left]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;||Squaddie ([[Sniper (EU2012)|Sniper]])||&#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC DISTORTION FIELD.png|32px|left]]&#039;&#039;&#039;Distortion Field&#039;&#039;&#039;||Squaddie ([[Support (EU2012)|Support]])||&#039;&#039;Nearby allies in cover receive +10 Defense.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC COLLATERAL DAMAGE.png|32px|left]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;||Squaddie||&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|left]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;||Corporal||&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|left]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;||Corporal||&#039;&#039;Confers +15 Defense when in Overwatch. Cancelled when the MEC fires.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC VITAL POINT TARGETING.png|32px|left]]&#039;&#039;&#039;Vital-Point Targeting&#039;&#039;&#039;||Sergeant||&#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC DAMAGE CONTROL.png|32px|left]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;||Sergeant||&#039;&#039;When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[File:MEC JET BOOT MODULE.png|32px|left]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;||Lieutenant||&#039;&#039;When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.  Has an unlisted 1-turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[File:MEC ONE FOR ALL.png|32px|left]]&#039;&#039;&#039;One For All&#039;&#039;&#039;||Lieutenant||&#039;&#039;When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC REPAIR SERVOS.png|32px|left]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;||Captain||&#039;&#039;Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC EXPANDED STORAGE.png|32px|left]]&#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;||Captain||&#039;&#039;Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[File:MEC OVERDRIVE.png|32px|left]]&#039;&#039;&#039;Overdrive&#039;&#039;&#039;||Major||&#039;&#039;Firing the MEC&#039;s primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC ABSORTION FIELDS.png|32px|left]]&#039;&#039;&#039;Absortion Fields&#039;&#039;&#039;||Colonel||&#039;&#039;Any hit that makes 33% more damage to the MEC&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|left]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;||Colonel||&#039;&#039;MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there&#039;s enough ammo do to so.&#039;&#039;&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;
{{:Officer Training School (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==General Abilities/Penalties==&lt;br /&gt;
These are general human abilities and penalties - many are provided by the presence or use of selected [[Equipment (EU2012)#Portable Equipment|equipment]] or other game features (terrain). The penalties occurring from loss of comrades, injuries, etc. are also listed here. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Equipment (EU2012)|Equipment]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Requirement &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_MOVE.png|32px|left]] &#039;&#039;&#039;Move&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | No description, icon present on game textures. Shared with all aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_FIRE.png|32px|left]] &#039;&#039;&#039;Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | &#039;&#039;Does up to X damage.&#039;&#039;Also shared with most aliens. &lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_OVERWATCH.png|32px|left]] &#039;&#039;&#039;Overwatch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire on the first enemy that moves within your line of sight at a small Aim penalty.&#039;&#039; - Also shared with most aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_RELOAD.png|32px|left]] &#039;&#039;&#039;Reload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | &#039;&#039;Reload your weapon.&#039;&#039; Also shared with most aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_HUNKERDOWN.png|32px|left]] &#039;&#039;&#039;Hunker Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Cover || align=&amp;quot;center&amp;quot; | &#039;&#039;Doubles cover bonus and provides immunity to critical hits, but reduces sight radius.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_GRENADE.png|32px|left]] &#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Frag Grenade (EU2012)|Frag Grenade]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Does X damage.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_ALIENGRENADE.png|32px|left]] &#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Alien Grenade (EU2012)|Alien Grenade]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Does X damage.&#039;&#039; - Also shared with some aliens.&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_HEAD DOWN.png|32px|left]] &#039;&#039;&#039;Head Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Civilian VIPs || 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; |[[File:ABILITY_HEALWOUND.png|32px|left]] &#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 more if the soldier is a properly trained Support class.)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_STABILIZE.png|32px|left]] &#039;&#039;&#039;Stabilize&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Medikit (EU2012)|Medikit]] || align=&amp;quot;center&amp;quot; | Use the Medikit to stabilize a critically injured soldier.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_GRAPPLE.png|32px|left]] &#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; |[[File:ABILITY GHOST.png|32px|left]] &#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; |[[File:ABILITY_STUN.png|32px|left]] &#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 within a range of 2. Higher chance if the target&#039;s health is at 3 HP or below. &#039;&#039; - Some alien species have the Stun Immunity ability as a counterpart. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_STIMS.png|32px|left]] &#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 stimulants to temporarily increase soldier&#039;s stats.&#039;&#039; Incoming damage cut by 50%(rounded down), +40 Will against Panic and +3 Movement.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_ELEVATION.png|32px|left]] &#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; |[[File:ABILITY_FLIGHT.png|32px|left]] &#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; |[[File:ABILITY_EVASION.png|32px|left]] &#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 -10% Aim penalty.&#039;&#039; - Also shared with flying aliens.  Stacks with penalties for enemy being higher.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_HARDENED.png|32px|left]] &#039;&#039;&#039;Hardened&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[S.H.I.V. (EU2012)|S.H.I.V.]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% 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; |[[File:UNKNOWN.png|32px|left]] &#039;&#039;&#039;Robotic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[S.H.I.V. (EU2012)|S.H.I.V.]] || 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; |[[File:ABILITY_IMMUNITY.png|32px|left]] &#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;Unit is immune to Poison attacks and effects.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_DRONEHACK.png|32px|left]] &#039;&#039;&#039;Drone Hack&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Arc Thrower (EU2012)|Arc Thrower]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Bring an enemy drone under your control.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_REPAIRSHIV.png|32px|left]] &#039;&#039;&#039;Repair SHIV&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Arc Thrower (EU2012)|Arc Thrower]] || 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; |[[File:ABILITY_CHITINPLATING.png|32px|left]] &#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Chitin Plating (EU2012)|Chitin Plating]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers extra protection that reduces incoming melee damage by 50% and grants +4 health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_MIND_SHIELD.png|32px|left]] &#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Mind Shield (EU2012)|Mind Shield]] || align=&amp;quot;center&amp;quot; | &#039;&#039;A device that protects the wearer&#039;s mind, increasing their Will.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PENALTY_BATTLEFATIGUE.png|32px|left]] &#039;&#039;&#039;Battle Fatigue&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Combat injuries || align=&amp;quot;center&amp;quot; | &#039;&#039;This unit has suffered combat wounds, weakening its Will.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PENALTY_FALLEN_COMRADES.png|32px|left]] &#039;&#039;&#039;Fallen Comrades&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Combat losses || align=&amp;quot;center&amp;quot; | &#039;&#039;An ally has fallen, weakening this unit&#039;s Will.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PENALTY_PANICKED.png|32px|left]] &#039;&#039;&#039;Panicked&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Combat injuries/losses || align=&amp;quot;center&amp;quot; | &#039;&#039;Panicked units have a chance to move or act unpredictably.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PSIONIC_MINDFRAY.png|32px|left]] &#039;&#039;&#039;Hallucinating&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Mind Fray attack || align=&amp;quot;center&amp;quot; | &#039;&#039;Hallucinating units have their Aim, Mobility and Will affected.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:UNKNOWN.png|32px|left]] &#039;&#039;&#039;Critically Injured&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Combat injuries || align=&amp;quot;center&amp;quot; | &#039;&#039;Critically wounded units will bleed out after a short time unless Stabilized or Revived by a Medikit.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&amp;lt;center&amp;gt;&#039;&#039;&#039;[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Additions&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:COMM ARRAY HACK.png|32px|left]] &#039;&#039;&#039;Comm Array Hack.&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Covert Operative (EU2012)|Covert Operative]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:FLASHBANG GRENADE ICON.png|32px|left]] &#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Flashbang Grenade (EU2012)|Flashbang Grenade]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:GAS GRENADE ICON.png|32px|left]] &#039;&#039;&#039;Gas Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Gas Grenade (EU2012)|Gas Grenade]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:GHOST GRENADE ICON.png|32px|left]] &#039;&#039;&#039;Ghost Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Ghost Grenade (EU2012)|Ghost Grenade]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:MEC CLOSE COMBAT ICON.png|32px|left]] &#039;&#039;&#039;MEC Close Combat&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[MEC Trooper (EU2012)|MEC Trooper]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:MIMIC BEACON ICON.png|32px|left]] &#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Mimic Beacon (EU2012)|Mimic Beacon]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:NEEDLE GRENADE ICON.png|32px|left]] &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Needle Grenade (EU2012)|Needle Grenade]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:REAPER ROUNDS ICON.png|32px|left]] &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Reaper Rounds (EU2012)|Reaper Rounds]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:RESPIRATOR IMPLANT ICON.png|32px|left]] &#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Respirator Implant (EU2012)|Respirator Implant]] || align=&amp;quot;center&amp;quot; | See link&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SCOPE ICON.png|32px|left]] &#039;&#039;&#039;S.C.O.P.E.&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SENTINEL MODULE ICON.png|32px|left]] &#039;&#039;&#039;Sentinel Module&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unique [[Alien Life Forms (EU2012)|Alien]] Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Species&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:UNKNOWN.png|32px|left]] &#039;&#039;&#039;Melee Only&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Berserker (EU2012)|Berserker]] &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; |[[File:ALIEN_CLUSTERBOMB.png|32px|left]] &#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; |[[File:ALIEN_OVERLOAD.png|32px|left]] &#039;&#039;&#039;Overload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || 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; Note - Although the description implies the drone will self-destruct, on Classic or Impossible difficulty it has enough health to survive the 3 damage explosion.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ALIEN REPAIR.png|32px|left]]&#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; |[[File:ALIEN CANNONFIRE.png|32px|left]] &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || 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; |[[File:ALIEN DESTROYTERRAIN.png|32px|left]] &#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; - Icon uncertain.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:UNKNOWN.png|32px|left]] &#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; |[[File:ALIEN_BLOODCALL.png|32px|left]] &#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 2 turns. 4 turns cooldown. (+10% aim, +10 will, +4 move)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ALIEN_INTIMIDATE.png|32px|left]] &#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; |[[File:ALIEN_BLOODLUST.png|32px|left]] &#039;&#039;&#039;Bloodlust&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Berserker (EU2012)|Berserker]] || 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; |[[File:ALIEN_BULLRUSH.png|32px|left]] &#039;&#039;&#039;Bull Rush&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Berserker (EU2012)|Berserker]] || 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; |[[File:ALIEN_DEATHBLOSSOM.png|32px|left]] &#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; |[[File:ALIEN_LAUNCH.png|32px|left]] &#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; |[[File:ALIEN_BOMBARD.png|32px|left]] &#039;&#039;&#039;Bombard&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]], Elite Muton, Heavy Floater || 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; |[[File:ALIEN_LEAP.png|32px|left]] &#039;&#039;&#039;Leap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]], Chryssalid|| 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; |[[File:ALIEN_POISON.png|32px|left]] &#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; |[[File:ALIEN_POISONCLAW.png|32px|left]] &#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; |[[File:ALIEN_IMPLANT.png|32px|left]] &#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; |[[File:PSIONIC MINDMERGE.png|32px|left]] &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Psionically assisting an ally, granting the ally an array of stat bonuses.&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PSIONIC_GREATERMINDMERGE.png|32px|left]] &#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 +25 critical chance and +1 health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PSIONIC_PSIDRAIN.png|32px|left]] &#039;&#039;&#039;Psi Drain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012) | Ethereal]] || 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; |[[File:PSIONIC_PSILANCE.png|32px|left]] &#039;&#039;&#039;Psi Lance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012) | Ethereal]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Project a bolt of pure psi force at an enemy.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&amp;lt;center&amp;gt;&#039;&#039;&#039;[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Additions&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:REINFORCED ARMOR.png|32px|left]] &#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;All incoming damage is reduced by 50%&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PLASMA BARRAGE.png|32px|left]] &#039;&#039;&#039;Plasma Barrage&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Mechtoid (EU2012)|Mechtoid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Twin-linked plasma mini-cannons allow the Mechtoid two shots in the same turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:STRANGLE.png|32px|left]] &#039;&#039;&#039;Strangle&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Seeker (EU2012)|Seeker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]]&lt;br /&gt;
* [[Alien Life Forms (EU2012)|Aliens]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;br /&gt;
[[Category: Tactical Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=63012</id>
		<title>Abilities (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=63012"/>
		<updated>2015-02-23T02:21:45Z</updated>

		<summary type="html">&lt;p&gt;Echo: Changed table headers to header to ease referencing and editing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of all abilities can be found below, with their in-game descriptions. More information about &#039;&#039;&#039;Abilities&#039;&#039;&#039; and their uses can be found on the links on top of each category. &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.&lt;br /&gt;
&lt;br /&gt;
===[[Assault (EU2012)|Assault]] Abilties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ASSAULT RUNGUN.png|32px|left]]&#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. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:ASSAULT AGGRESSION.png|32px|left]] &#039;&#039;&#039;Aggression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; style=&amp;quot;background: #F2F2F2&amp;quot; | [[File:ASSAULT TACTICALSENSE.png|32px|left]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; |[[File:ASSAULT CLOSEPERSONAL.png|32px|left]] &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || 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;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|left]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || 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; style=&amp;quot;background: #F2F2F2&amp;quot;  |[[File:ASSAULT RAPIDFIRE.png|32px|left]] &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:ASSAULT FLUSH.png|32px|left]] &#039;&#039;&#039;Flush&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; |[[File:ASSAULT BRINGTHEMON.png|32px|left]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || 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; |[[File:ASSAULT CLOSECOMBAT.png|32px|left]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || 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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:ASSAULT EXTRACONDITIONING.png|32px|left]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; |[[File:ASSAULT KILLERINSTINCT.png|32px|left]] &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ASSAULT RESILLIENCE.png|32px|left]] &#039;&#039;&#039;Resilience&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Heavy (EU2012)|Heavy]] Abilities===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:HEAVY FIREROCKET.png|32px|left]] &#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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:HEAVY BULLETSWARM.png|32px|left]]&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:HEAVY HOLO.png|32px|left]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:HEAVY SHREDDER.png|32px|left]] &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || 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; |[[File:HEAVY SUPPRESSION.png|32px|left]] &#039;&#039;&#039;Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || 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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:HEAVY HEAT AMMO.png|32px|left]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;+100% to damage against robotic enemies.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;Confers +50% damage against robotic enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:HEAVY RAPIDREACTION.png|32px|left]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; |[[File:HEAVY GRENADIER.png|32px|left]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:HEAVY DANGERZONE.png|32px|left]] &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || 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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:HEAVY WILLTOSURVIVE.png|32px|left]] &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:HEAVY ROCKETEER.png|32px|left]] &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:HEAVY MAYHEM.png|32px|left]] &#039;&#039;&#039;Mayhem&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || 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;
&lt;br /&gt;
===[[Sniper (EU2012)|Sniper]] Abilities===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SNIPER HEADSHOT.png|32px|left]] &#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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SNIPER SQUADSIGHT.png|32px|left]] &#039;&#039;&#039;Squadsight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Allows firing at targets in any ally&#039;s sight radius.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SNIPER SNAPSHOT.png|32px|left]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SNIPER_DGG.png|32px|left]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant  || 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; |[[File:SNIPER GUNSLINGER.png|32px|left]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || 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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SNIPER DISABLINGSHOT.png|32px|left]] &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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. 2 turn cooldown. -10 Aim penalty&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SNIPER BATTLESCANNER.png|32px|left]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; |[[File:SNIPER EXECUTIONER.png|32px|left]]&#039;&#039;&#039;Executioner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || 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; |[[File:SNIPER OPPORTUNIST.png|32px|left]]&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || 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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SNIPER_LOWPROFILE.png|32px|left]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SNIPER_ITZ.png|32px|left]]&#039;&#039;&#039;In The Zone || align=&amp;quot;center&amp;quot; | Colonel || 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; |[[File:SNIPER_DOUBLETAP.png|32px|left]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Support (EU2012)|Support]] Abilities===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SUPPORT SMOKEGRENADE.png|32px|left]]&#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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SUPPORT SPRINTER.png|32px|left]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SUPPORT COVERINGFIRE.png|32px|left]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: The reaction fire now happens before the enemy attacks, not after.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SUPPORT FIELDMEDIC.png|32px|left]]&#039;&#039;&#039;Field Medic || align=&amp;quot;center&amp;quot; | Sergeant || 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; |[[File:SUPPORT SMOKEMIRRORS.png|32px|left]] &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows 1 additional use of Smoke Grenade each mission.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;Allows two extra uses of Smoke Grenade each mission, for a total of three.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SUPPORT REVIVE.png|32px|left]]&#039;&#039;&#039;Revive || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SUPPORT RIFLESUPPRESSION.png|32px|left]]&#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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; |[[File:SUPPORT COMBATDRUGS.png|32px|left]]&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SUPPORT DENSESMOKE.png|32px|left]]&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039; (Also grants +20 Aim Bonus)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:SUPPORT DEEPPOCKETS.png|32px|left]]&#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Confers an additional item slot in inventory.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SUPPORT SAVIOR.png|32px|left]]&#039;&#039;&#039;Savior&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Medikits restore 4 more health per use.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SUPPORT SENTINEL.png|32px|left]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || 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;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Psionic (EU2012)|Psionic]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PSIONIC MINDFRAY.png|32px|left]]&#039;&#039;&#039;Mindfray&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Psionic || 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 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:PSIONIC PSIINSPIRATION.png|32px|left]]&#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Specialist || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by 30 for 3 turns. 4 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:PSIONIC PANIC.png|32px|left]]&#039;&#039;&#039;Psi Panic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Specialist || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Cause target to panic on its following turn, if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  |[[File:PSIONIC TELEKINETICFIELD.png|32px|left]]&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; ||align=&amp;quot;center&amp;quot; | Operative || 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 40 Defense to both allies and enemies within the field. 5 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PSIONIC MINDCONTROL.png|32px|left]]&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;  | Operative || 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. 5 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;|[[File:PSIONIC RIFT.png|32px|left]]&#039;&#039;&#039;Rift&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;| &#039;&#039;Special&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&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. 4 turn cooldown.&#039;&#039; Only available at a certain time in the story.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[MEC Trooper (EU2012)|MEC Trooper]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC SHOCK ABSORBENT ARMOR.png|32px|left]]&#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;||Squaddie ([[Assault (EU2012)|Assault]])||&#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC BODY SHIELD.png|32px|left]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;||Squaddie ([[Heavy (EU2012)|Heavy]])||&#039;&#039;The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC PLATFORM STABILITY.png|32px|left]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;||Squaddie ([[Sniper (EU2012)|Sniper]])||&#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC DISTORTION FIELD.png|32px|left]]&#039;&#039;&#039;Distortion Field&#039;&#039;&#039;||Squaddie ([[Support (EU2012)|Support]])||&#039;&#039;Nearby allies in cover receive +10 Defense.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC COLLATERAL DAMAGE.png|32px|left]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;||Squaddie||&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|left]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;||Corporal||&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|left]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;||Corporal||&#039;&#039;Confers +15 Defense when in Overwatch. Cancelled when the MEC fires.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC VITAL POINT TARGETING.png|32px|left]]&#039;&#039;&#039;Vital-Point Targeting&#039;&#039;&#039;||Sergeant||&#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC DAMAGE CONTROL.png|32px|left]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;||Sergeant||&#039;&#039;When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[File:MEC JET BOOT MODULE.png|32px|left]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;||Lieutenant||&#039;&#039;When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.  Has an unlisted 1-turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[File:MEC ONE FOR ALL.png|32px|left]]&#039;&#039;&#039;One For All&#039;&#039;&#039;||Lieutenant||&#039;&#039;When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC REPAIR SERVOS.png|32px|left]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;||Captain||&#039;&#039;Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC EXPANDED STORAGE.png|32px|left]]&#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;||Captain||&#039;&#039;Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[File:MEC OVERDRIVE.png|32px|left]]&#039;&#039;&#039;Overdrive&#039;&#039;&#039;||Major||&#039;&#039;Firing the MEC&#039;s primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC ABSORTION FIELDS.png|32px|left]]&#039;&#039;&#039;Absortion Fields&#039;&#039;&#039;||Colonel||&#039;&#039;Any hit that makes 33% more damage to the MEC&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|left]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;||Colonel||&#039;&#039;MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there&#039;s enough ammo do to so.&#039;&#039;&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;
{{:Officer Training School (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==General Abilities/Penalties==&lt;br /&gt;
These are general human abilities and penalties - many are provided by the presence or use of selected [[Equipment (EU2012)#Portable Equipment|equipment]] or other game features (terrain). The penalties occurring from loss of comrades, injuries, etc. are also listed here. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Equipment (EU2012)|Equipment]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Requirement &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_MOVE.png|32px|left]] &#039;&#039;&#039;Move&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | No description, icon present on game textures. Shared with all aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_FIRE.png|32px|left]] &#039;&#039;&#039;Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | &#039;&#039;Does up to X damage.&#039;&#039;Also shared with most aliens. &lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_OVERWATCH.png|32px|left]] &#039;&#039;&#039;Overwatch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire on the first enemy that moves within your line of sight at a small Aim penalty.&#039;&#039; - Also shared with most aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_RELOAD.png|32px|left]] &#039;&#039;&#039;Reload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | &#039;&#039;Reload your weapon.&#039;&#039; Also shared with most aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_HUNKERDOWN.png|32px|left]] &#039;&#039;&#039;Hunker Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Cover || align=&amp;quot;center&amp;quot; | &#039;&#039;Doubles cover bonus and provides immunity to critical hits, but reduces sight radius.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_GRENADE.png|32px|left]] &#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Frag Grenade (EU2012)|Frag Grenade]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Does X damage.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_ALIENGRENADE.png|32px|left]] &#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Alien Grenade (EU2012)|Alien Grenade]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Does X damage.&#039;&#039; - Also shared with some aliens.&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_HEAD DOWN.png|32px|left]] &#039;&#039;&#039;Head Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Civilian VIPs || 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; |[[File:ABILITY_HEALWOUND.png|32px|left]] &#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 more if the soldier is a properly trained Support class.)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_STABILIZE.png|32px|left]] &#039;&#039;&#039;Stabilize&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Medikit (EU2012)|Medikit]] || align=&amp;quot;center&amp;quot; | Use the Medikit to stabilize a critically injured soldier.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_GRAPPLE.png|32px|left]] &#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; |[[File:ABILITY GHOST.png|32px|left]] &#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; |[[File:ABILITY_STUN.png|32px|left]] &#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 within a range of 2. Higher chance if the target&#039;s health is at 3 HP or below. &#039;&#039; - Some alien species have the Stun Immunity ability as a counterpart. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_STIMS.png|32px|left]] &#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 stimulants to temporarily increase soldier&#039;s stats.&#039;&#039; Incoming damage cut by 50%(rounded down), +40 Will against Panic and +3 Movement.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_ELEVATION.png|32px|left]] &#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; |[[File:ABILITY_FLIGHT.png|32px|left]] &#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; |[[File:ABILITY_EVASION.png|32px|left]] &#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 -10% Aim penalty.&#039;&#039; - Also shared with flying aliens.  Stacks with penalties for enemy being higher.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_HARDENED.png|32px|left]] &#039;&#039;&#039;Hardened&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[S.H.I.V. (EU2012)|S.H.I.V.]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% 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; |[[File:UNKNOWN.png|32px|left]] &#039;&#039;&#039;Robotic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[S.H.I.V. (EU2012)|S.H.I.V.]] || 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; |[[File:ABILITY_IMMUNITY.png|32px|left]] &#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;Unit is immune to Poison attacks and effects.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_DRONEHACK.png|32px|left]] &#039;&#039;&#039;Drone Hack&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Arc Thrower (EU2012)|Arc Thrower]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Bring an enemy drone under your control.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_REPAIRSHIV.png|32px|left]] &#039;&#039;&#039;Repair SHIV&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Arc Thrower (EU2012)|Arc Thrower]] || 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; |[[File:ABILITY_CHITINPLATING.png|32px|left]] &#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Chitin Plating (EU2012)|Chitin Plating]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers extra protection that reduces incoming melee damage by 50% and grants +4 health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ABILITY_MIND_SHIELD.png|32px|left]] &#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Mind Shield (EU2012)|Mind Shield]] || align=&amp;quot;center&amp;quot; | &#039;&#039;A device that protects the wearer&#039;s mind, increasing their Will.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PENALTY_BATTLEFATIGUE.png|32px|left]] &#039;&#039;&#039;Battle Fatigue&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Combat injuries || align=&amp;quot;center&amp;quot; | &#039;&#039;This unit has suffered combat wounds, weakening its Will.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PENALTY_FALLEN_COMRADES.png|32px|left]] &#039;&#039;&#039;Fallen Comrades&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Combat losses || align=&amp;quot;center&amp;quot; | &#039;&#039;An ally has fallen, weakening this unit&#039;s Will.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PENALTY_PANICKED.png|32px|left]] &#039;&#039;&#039;Panicked&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Combat injuries/losses || align=&amp;quot;center&amp;quot; | &#039;&#039;Panicked units have a chance to move or act unpredictably.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PSIONIC_MINDFRAY.png|32px|left]] &#039;&#039;&#039;Hallucinating&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Mind Fray attack || align=&amp;quot;center&amp;quot; | &#039;&#039;Hallucinating units have their Aim, Mobility and Will affected.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:UNKNOWN.png|32px|left]] &#039;&#039;&#039;Critically Injured&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Combat injuries || align=&amp;quot;center&amp;quot; | &#039;&#039;Critically wounded units will bleed out after a short time unless Stabilized or Revived by a Medikit.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&amp;lt;center&amp;gt;&#039;&#039;&#039;[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Additions&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:COMM ARRAY HACK.png|32px|left]] &#039;&#039;&#039;Comm Array Hack.&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Covert Operative (EU2012)|Covert Operative]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:FLASHBANG GRENADE ICON.png|32px|left]] &#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Flashbang Grenade (EU2012)|Flashbang Grenade]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:GAS GRENADE ICON.png|32px|left]] &#039;&#039;&#039;Gas Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Gas Grenade (EU2012)|Gas Grenade]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:GHOST GRENADE ICON.png|32px|left]] &#039;&#039;&#039;Ghost Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Ghost Grenade (EU2012)|Ghost Grenade]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:MEC CLOSE COMBAT ICON.png|32px|left]] &#039;&#039;&#039;MEC Close Combat&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[MEC Trooper (EU2012)|MEC Trooper]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:MIMIC BEACON ICON.png|32px|left]] &#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Mimic Beacon (EU2012)|Mimic Beacon]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:NEEDLE GRENADE ICON.png|32px|left]] &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Needle Grenade (EU2012)|Needle Grenade]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:REAPER ROUNDS ICON.png|32px|left]] &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Reaper Rounds (EU2012)|Reaper Rounds]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:RESPIRATOR IMPLANT ICON.png|32px|left]] &#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Respirator Implant (EU2012)|Respirator Implant]] || align=&amp;quot;center&amp;quot; | See link&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SCOPE ICON.png|32px|left]] &#039;&#039;&#039;S.C.O.P.E.&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SENTINEL MODULE ICON.png|32px|left]] &#039;&#039;&#039;Sentinel Module&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]] || align=&amp;quot;center&amp;quot; | See link&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unique [[Alien Life Forms (EU2012)|Alien]] Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Species&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:UNKNOWN.png|32px|left]] &#039;&#039;&#039;Melee Only&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Berserker (EU2012)|Berserker]] &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; |[[File:ALIEN_CLUSTERBOMB.png|32px|left]] &#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; |[[File:ALIEN_OVERLOAD.png|32px|left]] &#039;&#039;&#039;Overload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || 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; Note - Although the description implies the drone will self-destruct, on Classic or Impossible difficulty it has enough health to survive the 3 damage explosion.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ALIEN REPAIR.png|32px|left]]&#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; |[[File:ALIEN CANNONFIRE.png|32px|left]] &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || 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; |[[File:ALIEN DESTROYTERRAIN.png|32px|left]] &#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; - Icon uncertain.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:UNKNOWN.png|32px|left]] &#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; |[[File:ALIEN_BLOODCALL.png|32px|left]] &#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 2 turns. 4 turns cooldown. (+10% aim, +10 will, +4 move)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:ALIEN_INTIMIDATE.png|32px|left]] &#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; |[[File:ALIEN_BLOODLUST.png|32px|left]] &#039;&#039;&#039;Bloodlust&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Berserker (EU2012)|Berserker]] || 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; |[[File:ALIEN_BULLRUSH.png|32px|left]] &#039;&#039;&#039;Bull Rush&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Berserker (EU2012)|Berserker]] || 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; |[[File:ALIEN_DEATHBLOSSOM.png|32px|left]] &#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; |[[File:ALIEN_LAUNCH.png|32px|left]] &#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; |[[File:ALIEN_BOMBARD.png|32px|left]] &#039;&#039;&#039;Bombard&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]], Elite Muton, Heavy Floater || 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; |[[File:ALIEN_LEAP.png|32px|left]] &#039;&#039;&#039;Leap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]], Chryssalid|| 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; |[[File:ALIEN_POISON.png|32px|left]] &#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; |[[File:ALIEN_POISONCLAW.png|32px|left]] &#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; |[[File:ALIEN_IMPLANT.png|32px|left]] &#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; |[[File:PSIONIC MINDMERGE.png|32px|left]] &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Psionically assisting an ally, granting the ally an array of stat bonuses.&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PSIONIC_GREATERMINDMERGE.png|32px|left]] &#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 +25 critical chance and +1 health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PSIONIC_PSIDRAIN.png|32px|left]] &#039;&#039;&#039;Psi Drain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012) | Ethereal]] || 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; |[[File:PSIONIC_PSILANCE.png|32px|left]] &#039;&#039;&#039;Psi Lance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012) | Ethereal]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Project a bolt of pure psi force at an enemy.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&amp;lt;center&amp;gt;&#039;&#039;&#039;[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Additions&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:REINFORCED ARMOR.png|32px|left]] &#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;All incoming damage is reduced by 50%&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:PLASMA BARRAGE.png|32px|left]] &#039;&#039;&#039;Plasma Barrage&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Mechtoid (EU2012)|Mechtoid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Twin-linked plasma mini-cannons allow the Mechtoid two shots in the same turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:STRANGLE.png|32px|left]] &#039;&#039;&#039;Strangle&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Seeker (EU2012)|Seeker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]]&lt;br /&gt;
* [[Alien Life Forms (EU2012)|Aliens]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;br /&gt;
[[Category: Tactical Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
</feed>