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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Freeone3000</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T03:16:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Arc_Thrower_(EU2012)&amp;diff=38687</id>
		<title>Arc Thrower (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Arc_Thrower_(EU2012)&amp;diff=38687"/>
		<updated>2012-10-12T08:29:34Z</updated>

		<summary type="html">&lt;p&gt;Freeone3000: Added additional uses of the arc thrower. Fixed grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arc Thrower&lt;br /&gt;
* Cost: [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=Vyj0BDEXKPc#t=88s §35, 5 Engineers]&lt;br /&gt;
* &#039;&#039;The Arc Thrower is a non-lethal sidearm designed to stun hostile targets.  The mechanism seems to be most effective against weakened enemies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Used to retrieve live aliens for interrogation. It is also the only way to retrieve intact weapons, as weapons explode into fragments when aliens die.&lt;br /&gt;
&lt;br /&gt;
The Arc Thrower can only be used at close range, and can only be fired twice per mission.&lt;br /&gt;
&lt;br /&gt;
The Arc Thrower has a better chance of working if the target has 3 or fewer health remaining.&lt;br /&gt;
&lt;br /&gt;
Tactical note: Given the close range, a Support class soldier with Sprinter is a fairly good candidate for packing the Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
Required Research: Arc Thrower (Accessed via Xeno-Biology)&lt;br /&gt;
&lt;br /&gt;
The arc thrower may be upgraded via the Foundry to be more powerful, giving an increased stun chance at 6 health instead of 3.&lt;br /&gt;
&lt;br /&gt;
The arc thrower may be upgraded via the Foundry to repair SHIVs.&lt;br /&gt;
&lt;br /&gt;
The arc thrower may be upgraded via the Foundry to take control of an enemy [[Alien Life Forms (EU2012)#Drone|Drone]], similar to mind control.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Freeone3000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=38686</id>
		<title>Abilities (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=38686"/>
		<updated>2012-10-12T08:24:38Z</updated>

		<summary type="html">&lt;p&gt;Freeone3000: /* Multiplayer and Disabled Abilities */ Repair SHIV is confirmed in the game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your soldiers&#039; actions on the battlefield can influenced by their individual &#039;&#039;&#039;Abilities&#039;&#039;&#039; (a.k.a. perks), which are given by their [[Soldiers (EU2012)#Rank|rank]], [[Classes (EU2012)|class]], [[Equipment (EU2012)|equipment]] and/or perks purchased through the Officer Training School. In addition, the [[Alien Life Forms (EU2012)|Aliens]] (and civilians) also share some of those abilities while possessing unique skills of their own.&lt;br /&gt;
&lt;br /&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. Click on each column to sort contents alphabetically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Assault|Assault]] Abilties&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; | &#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; | &#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; | &#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; | &#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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || 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;  | &#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; | &#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; | &#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; | &#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; | &#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; | &#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; | &#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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Heavy|Heavy]] 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;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#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; | &#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; | &#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; | &#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; | &#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; - LMG and Rocket Launcher?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#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; | &#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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || 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; | &#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;
|-| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows a second use of Fire Rocket in each mission.&#039;&#039; - Also contains the name First Blood on the code. a.k.a. &#039;&#039;&#039;First Blood&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;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; | &#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;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Sniper|Sniper]] 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; | &#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; | &#039;&#039;&#039;Squad Sight&#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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant  || align=&amp;quot;center&amp;quot; | &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || 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; | &#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; | &#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; | &#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; | &#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; | &#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; | &#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; | &#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;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Support|Support]] 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; | &#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; | &#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; | &#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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#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; | &#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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#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; | &#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; | &#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; | &#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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || 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; | &#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;
|+ [[Classes (EU2012)#Psionic|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; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Psionically assisting an ally, granting the ally an array of stat bonuses.&#039;&#039; - Very likely an ability restricted to aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; || | Unknown  || align=&amp;quot;center&amp;quot; | &#039;&#039;Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing ??? base damage. Robotic units are immune. Lasts ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; || | Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting ??? Defense to both allies and enemies within the field. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unknown || 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 ??? for ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unknown || 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. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;  | Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rift&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer Training School Abilities==&lt;br /&gt;
These abilities can be obtained/purchased through building an [[OTS (EU2012)|Officer Training School]]. They have a monetary cost and require specific ranks to be purchased/activated.&lt;br /&gt;
&lt;br /&gt;
{{:Officer Training School (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==Equipment Abilities==&lt;br /&gt;
These are specific abilities provided by the presence or use of selected [[Equipment (EU2012)#Portable Equipment|equipment]] or other game features (terrain).&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; | &#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; | &#039;&#039;&#039;Grapple Hook&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Skeleton Suit (EU2012)|Skeleton Suit]]&amp;lt;br&amp;gt;[[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | Use the grappling hook to reach high locations.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stealth&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;The Ghost Armor&#039;s stealth systems can be activated up to 4 times per battle. Activating Ghost Mode does not cost an action or end the wearer&#039;s turn. The wearer becomes invisible to enemies, but must re-activate Ghost Mode each turn to remain so. Firing from stealth confers a large bonus to critical hit chance.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Arc Thrower (EU2012)|Arc Thrower]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Can incapacitate enemy targets within a range of 2. Higher chance if the target&#039;s health is at 3 HP or below. &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Combat Stims (EU2012)|Combat Stims]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Use combat stimulants to temporarily increase soldier&#039;s stats.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Elevated Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Terrain || align=&amp;quot;center&amp;quot; | &#039;&#039;All units receive offensive bonuses against enemies on lower ground.&#039;&#039; - Also shared with aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Airborne&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; - Also shared with flying aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Evasion&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Enemies targeting this unit when it is airborne suffer a -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; | &#039;&#039;&#039;Hardened&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -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; | &#039;&#039;&#039;Robotic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | Robotic units are immune to Psi and poison attacks. Also shared with some aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Immunity&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Titan Armor (EU2012)|Titan Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Unit is immune to Poison attacks and effects.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unique [[Alien Life Form (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; | &#039;&#039;&#039;Melee Only&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] &amp;lt;br&amp;gt; [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | Unit may not use ranged weapons. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ready For Anything&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows Overwatch after shooting, even if no actions remain.&#039;&#039; - Reported in the demo. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectoid Commander (EU2012)|Sectoid Commander]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Merge minds with all lesser allies of the same species nearby, granting them +??? critical chance and +??? health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heat Wave&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one action to warm up.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Drain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Drain health from an ally.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Repair&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Switch to closed mode for increased defense. Allows Death Blossom attack.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blood Call&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Intimidate&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bloodlust&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bull Rush&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Death Blossom&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Launch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Floater (EU2012)|Floater]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bombard&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Leap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Spit&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Poison enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Implant&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Head Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Civilian (EU2012)|Civilian]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Destroy Terrain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Destroy Terrain or other environmental annoyances at will.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Vengeance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | All aliens? || align=&amp;quot;center&amp;quot; | &#039;&#039;If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it.You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.&#039;&#039; - Reported on the demo.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blitz&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;If you kill an enemy during your action phase, then immediately after it ends you may take a regular shot.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Modern Foxhole&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;You can use a gadget to create a force shield that blocks movement and provides partial cover. It expires after 3 turns, or can be turned off. It can be destroyed by enemy weapon fire.&#039;&#039; - the last three abilities were thought to be disabled until Vengeance was reported on the demo. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Too Close For Comfort&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ????? || align=&amp;quot;center&amp;quot; | &#039;&#039;Aim penalty for close proximity is halved.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Multiplayer and Disabled Abilities==&lt;br /&gt;
All other information about abilities present in the demo code. Most don&#039;t appear to work and are merely listed for documentation. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&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; | Status&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; | &#039;&#039;&#039;Torch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mark&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Command&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Give a free move to any squadmate that has ended their turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Bless&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Motion Detector&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Target&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Defense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damage Cover&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Damage and potentially destroy enemy cover or other environmental elements.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
(ingame descriptions appear on &#039;&#039;Italic text&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
* [[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;/div&gt;</summary>
		<author><name>Freeone3000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=38685</id>
		<title>Abilities (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=38685"/>
		<updated>2012-10-12T08:23:08Z</updated>

		<summary type="html">&lt;p&gt;Freeone3000: /* Unique Alien Abilities */ Confirmed sectopod info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your soldiers&#039; actions on the battlefield can influenced by their individual &#039;&#039;&#039;Abilities&#039;&#039;&#039; (a.k.a. perks), which are given by their [[Soldiers (EU2012)#Rank|rank]], [[Classes (EU2012)|class]], [[Equipment (EU2012)|equipment]] and/or perks purchased through the Officer Training School. In addition, the [[Alien Life Forms (EU2012)|Aliens]] (and civilians) also share some of those abilities while possessing unique skills of their own.&lt;br /&gt;
&lt;br /&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. Click on each column to sort contents alphabetically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Assault|Assault]] Abilties&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; | &#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; | &#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; | &#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; | &#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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || 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;  | &#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; | &#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; | &#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; | &#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; | &#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; | &#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; | &#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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Heavy|Heavy]] 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;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#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; | &#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; | &#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; | &#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; | &#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; - LMG and Rocket Launcher?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#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; | &#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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || 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; | &#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;
|-| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows a second use of Fire Rocket in each mission.&#039;&#039; - Also contains the name First Blood on the code. a.k.a. &#039;&#039;&#039;First Blood&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;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; | &#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;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Sniper|Sniper]] 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; | &#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; | &#039;&#039;&#039;Squad Sight&#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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant  || align=&amp;quot;center&amp;quot; | &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || 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; | &#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; | &#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; | &#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; | &#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; | &#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; | &#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; | &#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;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Support|Support]] 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; | &#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; | &#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; | &#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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#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; | &#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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#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; | &#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; | &#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; | &#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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#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;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || 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; | &#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;
|+ [[Classes (EU2012)#Psionic|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; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Psionically assisting an ally, granting the ally an array of stat bonuses.&#039;&#039; - Very likely an ability restricted to aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; || | Unknown  || align=&amp;quot;center&amp;quot; | &#039;&#039;Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing ??? base damage. Robotic units are immune. Lasts ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; || | Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting ??? Defense to both allies and enemies within the field. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unknown || 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 ??? for ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unknown || 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. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;  | Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rift&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer Training School Abilities==&lt;br /&gt;
These abilities can be obtained/purchased through building an [[OTS (EU2012)|Officer Training School]]. They have a monetary cost and require specific ranks to be purchased/activated.&lt;br /&gt;
&lt;br /&gt;
{{:Officer Training School (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==Equipment Abilities==&lt;br /&gt;
These are specific abilities provided by the presence or use of selected [[Equipment (EU2012)#Portable Equipment|equipment]] or other game features (terrain).&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; | &#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; | &#039;&#039;&#039;Grapple Hook&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Skeleton Suit (EU2012)|Skeleton Suit]]&amp;lt;br&amp;gt;[[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | Use the grappling hook to reach high locations.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stealth&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;The Ghost Armor&#039;s stealth systems can be activated up to 4 times per battle. Activating Ghost Mode does not cost an action or end the wearer&#039;s turn. The wearer becomes invisible to enemies, but must re-activate Ghost Mode each turn to remain so. Firing from stealth confers a large bonus to critical hit chance.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Arc Thrower (EU2012)|Arc Thrower]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Can incapacitate enemy targets within a range of 2. Higher chance if the target&#039;s health is at 3 HP or below. &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Combat Stims (EU2012)|Combat Stims]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Use combat stimulants to temporarily increase soldier&#039;s stats.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Elevated Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Terrain || align=&amp;quot;center&amp;quot; | &#039;&#039;All units receive offensive bonuses against enemies on lower ground.&#039;&#039; - Also shared with aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Airborne&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; - Also shared with flying aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Evasion&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Enemies targeting this unit when it is airborne suffer a -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; | &#039;&#039;&#039;Hardened&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -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; | &#039;&#039;&#039;Robotic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | Robotic units are immune to Psi and poison attacks. Also shared with some aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Immunity&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Titan Armor (EU2012)|Titan Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Unit is immune to Poison attacks and effects.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unique [[Alien Life Form (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; | &#039;&#039;&#039;Melee Only&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] &amp;lt;br&amp;gt; [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | Unit may not use ranged weapons. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ready For Anything&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows Overwatch after shooting, even if no actions remain.&#039;&#039; - Reported in the demo. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectoid Commander (EU2012)|Sectoid Commander]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Merge minds with all lesser allies of the same species nearby, granting them +??? critical chance and +??? health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heat Wave&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one action to warm up.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Drain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Drain health from an ally.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Repair&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Switch to closed mode for increased defense. Allows Death Blossom attack.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blood Call&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Intimidate&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bloodlust&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bull Rush&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Death Blossom&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Launch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Floater (EU2012)|Floater]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bombard&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Leap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Spit&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Poison enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Implant&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Head Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Civilian (EU2012)|Civilian]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Destroy Terrain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Destroy Terrain or other environmental annoyances at will.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Vengeance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | All aliens? || align=&amp;quot;center&amp;quot; | &#039;&#039;If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it.You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.&#039;&#039; - Reported on the demo.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blitz&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;If you kill an enemy during your action phase, then immediately after it ends you may take a regular shot.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Modern Foxhole&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;You can use a gadget to create a force shield that blocks movement and provides partial cover. It expires after 3 turns, or can be turned off. It can be destroyed by enemy weapon fire.&#039;&#039; - the last three abilities were thought to be disabled until Vengeance was reported on the demo. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Too Close For Comfort&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ????? || align=&amp;quot;center&amp;quot; | &#039;&#039;Aim penalty for close proximity is halved.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Multiplayer and Disabled Abilities==&lt;br /&gt;
All other information about abilities present in the demo code. Most don&#039;t appear to work and are merely listed for documentation. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&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; | Status&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; | &#039;&#039;&#039;Torch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mark&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Command&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Give a free move to any squadmate that has ended their turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Repair S.H.I.V&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer || align=&amp;quot;center&amp;quot; | &#039;&#039;Use the [[Arc Thrower (EU2012)|Arc Thrower]] to repair ??? HP.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Bless&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Motion Detector&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Target&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Defense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damage Cover&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Damage and potentially destroy enemy cover or other environmental elements.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
(ingame descriptions appear on &#039;&#039;Italic text&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
* [[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;/div&gt;</summary>
		<author><name>Freeone3000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Overwatch_(EU2012)&amp;diff=38684</id>
		<title>Talk:Overwatch (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Overwatch_(EU2012)&amp;diff=38684"/>
		<updated>2012-10-12T08:20:09Z</updated>

		<summary type="html">&lt;p&gt;Freeone3000: Added signature.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- I&#039;ve been trying to find more information regarding overwatch&#039;s Aim penalty.  If a target were in high/light cover (-40 aim) and the overwatch penalty is somewhere less than that, it could be more advantageous to move to a position that forces the enemy to move and trigger overwatch, even at a penalty.  It&#039;s possible the penalty could be smaller than low cover, but without any data aside from &amp;quot;at a small aim penalty&amp;quot; it is difficult to tell.  Has anyone managed to datamine the ability or seen a &amp;quot;Tip&amp;quot; that gives any details? ~ [[User:Drakalu|Drakalu]] 15:41, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Something in my brain says that I saw something saying it was 10 or 15, but I cannot confirm that at this time. [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:44, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not mentioned in-game. I&#039;ve been trying to spade it out, but it&#039;s tricky because first, the hit percentage is not shown, second, the RNG reset on loading a savegame also influences the AI&#039;s decision, and finally, dashing provides a defensive bonus. My best-contrived scenario has a 115 aim Sniper without Opportunist having a 75% stated hit chance on a Muton in light cover normally, and hitting 7 out of 12 times with Overwatch as it was forced out via a Support&#039;s Flush. So it LOOKS like the penalty is the same for light cover (which certainly isn&#039;t the same for heavy cover, where the sniper only had a 62% hit chance.) --[[User:Freeone3000|Freeone3000]] 04:20, 12 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Freeone3000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Overwatch_(EU2012)&amp;diff=38683</id>
		<title>Talk:Overwatch (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Overwatch_(EU2012)&amp;diff=38683"/>
		<updated>2012-10-12T08:19:48Z</updated>

		<summary type="html">&lt;p&gt;Freeone3000: Added my findings for overwatch.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- I&#039;ve been trying to find more information regarding overwatch&#039;s Aim penalty.  If a target were in high/light cover (-40 aim) and the overwatch penalty is somewhere less than that, it could be more advantageous to move to a position that forces the enemy to move and trigger overwatch, even at a penalty.  It&#039;s possible the penalty could be smaller than low cover, but without any data aside from &amp;quot;at a small aim penalty&amp;quot; it is difficult to tell.  Has anyone managed to datamine the ability or seen a &amp;quot;Tip&amp;quot; that gives any details? ~ [[User:Drakalu|Drakalu]] 15:41, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Something in my brain says that I saw something saying it was 10 or 15, but I cannot confirm that at this time. [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:44, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not mentioned in-game. I&#039;ve been trying to spade it out, but it&#039;s tricky because first, the hit percentage is not shown, second, the RNG reset on loading a savegame also influences the AI&#039;s decision, and finally, dashing provides a defensive bonus. My best-contrived scenario has a 115 aim Sniper without Opportunist having a 75% stated hit chance on a Muton in light cover normally, and hitting 7 out of 12 times with Overwatch as it was forced out via a Support&#039;s Flush. So it LOOKS like the penalty is the same for light cover (which certainly isn&#039;t the same for heavy cover, where the sniper only had a 62% hit chance.)&lt;/div&gt;</summary>
		<author><name>Freeone3000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=38682</id>
		<title>Gameplay Mechanics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=38682"/>
		<updated>2012-10-12T08:10:57Z</updated>

		<summary type="html">&lt;p&gt;Freeone3000: Archangel gives flight, not Ghost. There is no Aim. Equip is not an action.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Action System==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; the gameplay has been streamlined regarding the previous games, with the intention use a simpler system than the one used by the predecessor of the [[X-COM|original game]]. Thus, the [[Time Units]] have been removed and replaced instead with an action system, where each unit can perform 2 Actions during its turn. &lt;br /&gt;
&lt;br /&gt;
===Move and Fire===&lt;br /&gt;
A normal turn will have the unit doing Move + Fire or just take 1 Action. The soldier&#039;s class and abilities also determine the options available for the 1st and 2nd Actions. The following rules are a brief summary of how Actions work: &lt;br /&gt;
&lt;br /&gt;
* A unit may perform 1 or 2 Actions each turn.&lt;br /&gt;
* Some actions (firing [[Sniper Rifle (EU2012)|Sniper Rifle]] or [[Rocket Launcher (EU2012)|Rocket Launcher]]) may only be performed as the 1st Action in a turn.&lt;br /&gt;
* A unit&#039;s turn automatically ends after the unit: &lt;br /&gt;
# Performs any other action other than Move on its 1st Action.&lt;br /&gt;
# Performs a 2nd Action after moving as the 1st Action.&lt;br /&gt;
* The following [[Abilities (EU2012)|Abilities]] change the above rules:&lt;br /&gt;
** &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; - Heavy can Fire + Fire/Move/Surpress/Overwatch.&lt;br /&gt;
** &#039;&#039;&#039;Double Tap&#039;&#039;&#039; - Sniper can can Fire + Fire.&lt;br /&gt;
** &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; - Assault can Dash + Fire but not Dash + Equipment.&lt;br /&gt;
** &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; - Sniper can Move and Fire with a Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
===List of Actions===&lt;br /&gt;
These are general actions that can be perform by your soldiers during the fight, depending on their [[Equipment (EU2012)|Equipment]] and [[Classes (EU2012)|Class]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Movement Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Move&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Walk&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Dash&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fast movement. Provides defensive bonus against enemy reaction fire.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grapple&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Move and use Grapple hook use to reach a higher position. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hunker Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Doubles cover bonus &amp;amp; provides immunity to critical hits, but reduces sight radius. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Toggle Flight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Activates flight mode on Archangel armor. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ascend/ Descend&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Go up/down one level while flying. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Weapon Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Shoot weapon at enemy/area.&amp;lt;br&amp;gt;4 types of weapon shots: Standard, Headshot, Disabling and Free.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Throw grenade.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Can incapacitate targets for capture, easier if target&#039;s health is reduced. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppress&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fires at the area around the target to reduce its aim.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overwatch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Takes a shot at the next enemy that moves through that unit&#039;s line of sight.  A small (?how much?) Aim penalty applies.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Reload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Spend a full action to reload weapon.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Perform a series of mental and physical attacks using Psionics. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Other Equipment Actions&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heal Wound&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to heal Health Points.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stabilize/Revive&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to stop bleeding and/or revive an injured soldier. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stim&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Temporarily increase a soldier&#039;s Will and reduce damage taken. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ghost&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Makes the soldier invisible for 1 turn or until attacking. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Throw a scanning device to increase your vision. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sound==&lt;br /&gt;
* Both your soldiers and the aliens are able to sense one&#039;s presence by detecting any noise produced by the other side as a result of movement or firing. &lt;br /&gt;
&lt;br /&gt;
==Morale==&lt;br /&gt;
* Squad members are affected by morale and can panic on the battlefield, moving and firing uncontrollably on friend and foe alike. Losing squad members increases this chance while higher-ranked squad members and Officer Training Upgrades reduce this chance.&lt;br /&gt;
&lt;br /&gt;
==Environments==&lt;br /&gt;
* Everything is destructible with the exception of floors/ceilings and bringing down entire buildings.&lt;br /&gt;
&lt;br /&gt;
* Explosions can start fires which can spread each turn.  These prevent move across them but that can be countered with special armor.&lt;br /&gt;
&lt;br /&gt;
* Entering buildings is much more dynamic than in previous games.  Squad members can break through windows to enter buildings, kick down doors or quietly open them in standing on either side of the door frame.  The two former options increasing the chance enemies will hear you and come to investigate.&lt;br /&gt;
&lt;br /&gt;
* Roofs and elevated positions can be utilized for better line of sight and squad tactics.  Beyond traditional stairs and ladders, squad members can use drain pipes or armor upgrades to grapple or jet pack to higher elevations.  From the demo, it seems that you can get down from a roof anywhere.&lt;br /&gt;
&lt;br /&gt;
* There are weather effects in the game as well as day/night however they have no effect on game play.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* Overwatch: Overwatch only allows a shot against the first unit spotted.  For example, if you put a soldier on overwatch and they fire at the first enemy to move, any subsequent enemies moving through that soldier&#039;s line-of-sight will not be fired upon.  The same applies to aliens overwatching against you.  For example, you could use a high-HP unit (e.g., SHIV) to draw enemy reaction fire and then follow-up with a more vulnerable unit&#039;s move.  This could also work against you if you&#039;re being flanked by multiple units the same turn.&lt;br /&gt;
&lt;br /&gt;
* Alien encounters: Sometimes aliens are setup to spawn at a given point on the map, such that they do not move until discovered by one of your units.  Upon discovery, the aliens interrupt your squad&#039;s turn and immediately move (though do not seem to take action/attack).  They tend to move relative to the unit discovering them and either attack that position (e.g., aggressive Floaters) or take cover against that unit&#039;s position (e.g., Sectoids, Thin Men).  Therefore, if you&#039;re on a mission where time/turns don&#039;t matter (e.g., mission brief indicates no civilians; no countdown timer for mission objectives) you should move units one movement each at a time.  In other words, don&#039;t immediately dash a unit as far as possible, especially without overwatch protection.  Cycle through your whole squad giving each unit their first move before deciding whether to move each again or take action.  Otherwise, you may encounter a group of aliens that can quickly flank that forward unit while the rest of your squad is out of moves/actions.  Also, you may hinder your ability to purposefully flush the aliens toward a choke point, bunch them up in range of a specific unit (e.g., Heavy who can still fire his rocket, in Sniper LOS), or limit them to an area of the map with poor cover (e.g., explodable vehicles, half-cover).&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Freeone3000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=38681</id>
		<title>Alien Life Forms (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=38681"/>
		<updated>2012-10-12T08:06:06Z</updated>

		<summary type="html">&lt;p&gt;Freeone3000: Confirmed name of Uber Ethereal. Added more Ethereal info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of Alien Life Forms to be encountered during the First Alien War, each with a unique set of strengths, weaknesses and abilities.  Know your enemy; your soldiers&#039; lives depend on it.&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
Chryssalids are fast melee units.  Their &#039;&#039;&#039;Implant&#039;&#039;&#039; attack is particularly dangerous.&lt;br /&gt;
* &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039;: &amp;quot;&#039;&#039;Poison enemies wounded by a melee attack.&#039;&#039;&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Implant&#039;&#039;&#039;: &amp;quot;&#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by the attack.&#039;&#039;&amp;quot;  A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later.&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Chryssalid.png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
Cyberdiscs are strong flying robotic units with a ranged attack.  They take significantly less damage in their closed disc form.  Accompanying drones can repair them during combat.  They are immune to psionic mind control.&lt;br /&gt;
* Can throw a grenade.&lt;br /&gt;
* Cyberdiscs automatically &#039;close-up&#039; into their disc form after being attacked.&lt;br /&gt;
* &#039;&#039;&#039;Death Blossom&#039;&#039;&#039;: An area of effect attack dealing high damage to enemy units (friendly fire?) within a few spaces in all directions.&lt;br /&gt;
* Cyberdiscs explode upon death dealing damage to all units within a small radius.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Cyberdisc Open (EU2012).jpg|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
| [[File:Cyberdisc Closed (EU2012).jpg|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
Drones are weak flying robotic units with a weak ranged attack.  Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Drone (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
Physically weak, slow units with high health and powerful psionic attacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mindrift&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will.&lt;br /&gt;
* Directly psionically attacks for serious damage.&lt;br /&gt;
* Can mind control.&lt;br /&gt;
* Can drain life from friendlies, including units it is mind-controlling.&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a power AoE attack.&lt;br /&gt;
* Chance to reflect physical projectiles.&lt;br /&gt;
* High will; resistant to psionic attacks.&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
Same as the Ethereal, but with larger stats and a higher projectile reflection chance.&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
A fast, aggressive flying unit with stronger ranged attack than a Sectoid.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: The Floater can launch to any point on the map (ends its turn).&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Floater (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
A tougher version of the regular Floater with more hit points and higher damage dealing.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Heavy Floater (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
Mutons are very strong units with a ranged attack, though they are susceptible to psionics.  Wounding a Muton without killing it can intimidate your soldiers and lower their Will.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Buffs other Mutons.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Muton (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton Berserker===&lt;br /&gt;
Muton Berskers are extremely strong melee units.  Berserkers are susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last (uncontrollable in multiplayer?).&lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Attacks an enemy unit&#039;s cover and can cause damage to the (formerly) covered unit.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Muton Berserker (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Outsider (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
Sectoids are a basic, weak unit with an average ranged attack.  They are capable of some psionics.  Killing a unit that is performing &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; will also kill the unit receiving the merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Takes control of the target.  Robotic units are immune to &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid Commander (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
An extremely strong robotic unit that can use both its turn moves for attacking.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectopod (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
Thin Men are weak, highly mobile units with average ranged attack.&lt;br /&gt;
* &#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: Causes damage each turn for up to 3 turns to any unit poisoned by the cloud of spit.&lt;br /&gt;
* Thin Men explode into a cloud of poison upon death.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Thin Man (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Freeone3000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Life_Forms_(EU2012)&amp;diff=38680</id>
		<title>Talk:Alien Life Forms (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Life_Forms_(EU2012)&amp;diff=38680"/>
		<updated>2012-10-12T08:04:29Z</updated>

		<summary type="html">&lt;p&gt;Freeone3000: /* Confirmation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Confirmation ==&lt;br /&gt;
&lt;br /&gt;
I have never heard of the Elite Muton, Ethereal or the Ethereal Uber confirmed in this game. Can anyone confirm these with valid sources? --[[User:Kokkan|Kokkan]] 06:03, 4 October 2012 (EDT)&lt;br /&gt;
:The 3 are confirmed, from several posts at the 2K forums and from the info on the demo files. The only doubt is about the name of the big Ethereal, the game code names it as Ethereal Uber but on the 2k forums I&#039;ve seen &#039;Ethereal Commander&#039; [[User:Hobbes|Hobbes]] 09:14, 4 October 2012 (EDT)&lt;br /&gt;
:Additional confirmation on all three of these, in case it was still in question. Final name for the upgraded Ethereal is &amp;quot;Uber Ethereal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
What do you guys think of a format like [[User:Robbx213/Sandbox/Alien Life Forms XEU12|&#039;&#039;&#039;this&#039;&#039;&#039;]]?  It makes each race a sub-section (I would recommend alphabetic), which could help with inter-wiki links from other pages.  It gives the name, a quick couple sentences about the unit, bulleted list of abilities or special things about it, and then a thumbnail picture so you can see what it looks like.&lt;br /&gt;
:Good, keep it short (so that most of the content will be on the individual page about the alien). This page is more of a jump-off point to the individual alien races. [[User:Hobbes|Hobbes]] 06:31, 6 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hobbes, until we have out-grown a single page. Why don&#039;t we have all info on the alien species there? Once it gets too big, it&#039;s easy to copy-paste.&lt;br /&gt;
::: --[[User:Kokkan|Kokkan]] 03:11, 7 October 2012 (EDT)&lt;br /&gt;
::::That works too. I just have this idea on my mind: be ready to expand. :) [[User:Hobbes|Hobbes]] 06:00, 7 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::What do you guys like better?  The white background solo pic, or the Research output dossier (like the THin Man)?  I think I prefer the dossier, partly because I can&#039;t find white background solo pics for all the aliens, especially the not-yet-seen Ethereals.  And partly because the pictures will end up having a standard size, format, set of info... [[User:Robbx213|Robbx213]] 23:58, 7 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Imo. the white background images looks best, I guess there will be more of those when the game is released.--[[User:Kokkan|Kokkan]] 04:24, 8 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: About the Thin Man image... I&#039;m not sure if it&#039;s a good idea to have those official materials, unless there&#039;s 1 for all of the races, which I doubt since they look more like promotion materials. But as a quick fix, it&#039;s perfect. Otherwise I prefer images with a black background (like the 2nd Cyberdisk pic) because it&#039;s easier to spot but that&#039;s minor details. &lt;br /&gt;
:::::: There&#039;s only 1 type of Outsider, the crystal is *something* else (and a bit spoiler). I don&#039;t know also if it&#039;s better to remove the Uber Ethereal from the list since it&#039;s spoilers as well. I&#039;m not sure actually of when w should start putting the really spoilerish stuff (like XCOM&#039;s objectives to win the game, which I already have a list on my computer). [[User:Hobbes|Hobbes]] 09:27, 8 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I saw a video interview where Garth called the crystal an Outsider.  And in a different video, I saw the crystal materialize into the humanoid &amp;quot;halo&amp;quot; paratrooper looking thing.  Both were UFO crash missions.  Maybe just put some ??? next to it for now and see if that turns  out different after playing far enough in.  I changed the Thin Man image just to be consistent with the others.  I&#039;m not sure of the dossier thing was promotional; I&#039;m hoping that was sort of a screen shot of the report you get from interrogating them or doing corpse research.  I&#039;m guessing there will be some missing ones since we can&#039;t interrogate every alien nor recover a Cyberdisc corpse.  That reminds me, I forgot to say discs explode on death.  [[User:Robbx213|Robbx213]] 21:30, 8 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::: I&#039;ve read the ingame descriptions for both the Outsider and the crystal (they&#039;re on the demo) - the crystal is not an alien, if you want I can explain what it is exactly but it&#039;s a major spoiler. [[User:Hobbes|Hobbes]] 05:03, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::: OK, now I&#039;m interested.  Could you put it on my User talk page?  I&#039;m confused about having seen a video where it transforms, but it sounds like that&#039;s not supposed to be the case or something.  I don&#039;t mind spoilers, so the User talk would probably be good, thank you :D [[User:Robbx213|Robbx213]] 08:46, 9 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Freeone3000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=38679</id>
		<title>Alien Life Forms (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=38679"/>
		<updated>2012-10-12T08:02:48Z</updated>

		<summary type="html">&lt;p&gt;Freeone3000: Added in info for Ethereal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of Alien Life Forms to be encountered during the First Alien War, each with a unique set of strengths, weaknesses and abilities.  Know your enemy; your soldiers&#039; lives depend on it.&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
Chryssalids are fast melee units.  Their &#039;&#039;&#039;Implant&#039;&#039;&#039; attack is particularly dangerous.&lt;br /&gt;
* &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039;: &amp;quot;&#039;&#039;Poison enemies wounded by a melee attack.&#039;&#039;&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Implant&#039;&#039;&#039;: &amp;quot;&#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by the attack.&#039;&#039;&amp;quot;  A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later.&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Chryssalid.png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
Cyberdiscs are strong flying robotic units with a ranged attack.  They take significantly less damage in their closed disc form.  Accompanying drones can repair them during combat.  They are immune to psionic mind control.&lt;br /&gt;
* Can throw a grenade.&lt;br /&gt;
* Cyberdiscs automatically &#039;close-up&#039; into their disc form after being attacked.&lt;br /&gt;
* &#039;&#039;&#039;Death Blossom&#039;&#039;&#039;: An area of effect attack dealing high damage to enemy units (friendly fire?) within a few spaces in all directions.&lt;br /&gt;
* Cyberdiscs explode upon death dealing damage to all units within a small radius.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Cyberdisc Open (EU2012).jpg|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
| [[File:Cyberdisc Closed (EU2012).jpg|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
Drones are weak flying robotic units with a weak ranged attack.  Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Drone (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
Physically weak, slow units with high health and powerful psionic attacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mindrift&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will.&lt;br /&gt;
* Directly psionically attacks for serious damage.&lt;br /&gt;
* Can mind control.&lt;br /&gt;
* Can drain life from friendlies, including units it is mind-controlling.&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a power AoE attack.&lt;br /&gt;
&lt;br /&gt;
===(Ethereal Uber ???)===&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
A fast, aggressive flying unit with stronger ranged attack than a Sectoid.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: The Floater can launch to any point on the map (ends its turn).&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Floater (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
A tougher version of the regular Floater with more hit points and higher damage dealing.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Heavy Floater (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
Mutons are very strong units with a ranged attack, though they are susceptible to psionics.  Wounding a Muton without killing it can intimidate your soldiers and lower their Will.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Buffs other Mutons.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Muton (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton Berserker===&lt;br /&gt;
Muton Berskers are extremely strong melee units.  Berserkers are susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last (uncontrollable in multiplayer?).&lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Attacks an enemy unit&#039;s cover and can cause damage to the (formerly) covered unit.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Muton Berserker (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Outsider (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
Sectoids are a basic, weak unit with an average ranged attack.  They are capable of some psionics.  Killing a unit that is performing &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; will also kill the unit receiving the merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Takes control of the target.  Robotic units are immune to &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid Commander (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
An extremely strong robotic unit that can use both its turn moves for attacking.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectopod (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
Thin Men are weak, highly mobile units with average ranged attack.&lt;br /&gt;
* &#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: Causes damage each turn for up to 3 turns to any unit poisoned by the cloud of spit.&lt;br /&gt;
* Thin Men explode into a cloud of poison upon death.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Thin Man (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Freeone3000</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=38678</id>
		<title>Alien Life Forms (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=38678"/>
		<updated>2012-10-12T07:59:17Z</updated>

		<summary type="html">&lt;p&gt;Freeone3000: Cyberdisk explosion damages friendlies, sectopods are repaired by drones.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of Alien Life Forms to be encountered during the First Alien War, each with a unique set of strengths, weaknesses and abilities.  Know your enemy; your soldiers&#039; lives depend on it.&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
Chryssalids are fast melee units.  Their &#039;&#039;&#039;Implant&#039;&#039;&#039; attack is particularly dangerous.&lt;br /&gt;
* &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039;: &amp;quot;&#039;&#039;Poison enemies wounded by a melee attack.&#039;&#039;&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Implant&#039;&#039;&#039;: &amp;quot;&#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by the attack.&#039;&#039;&amp;quot;  A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later.&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Chryssalid.png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
Cyberdiscs are strong flying robotic units with a ranged attack.  They take significantly less damage in their closed disc form.  Accompanying drones can repair them during combat.  They are immune to psionic mind control.&lt;br /&gt;
* Can throw a grenade.&lt;br /&gt;
* Cyberdiscs automatically &#039;close-up&#039; into their disc form after being attacked.&lt;br /&gt;
* &#039;&#039;&#039;Death Blossom&#039;&#039;&#039;: An area of effect attack dealing high damage to enemy units (friendly fire?) within a few spaces in all directions.&lt;br /&gt;
* Cyberdiscs explode upon death dealing damage to all units within a small radius.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Cyberdisc Open (EU2012).jpg|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
| [[File:Cyberdisc Closed (EU2012).jpg|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
Drones are weak flying robotic units with a weak ranged attack.  Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Drone (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&lt;br /&gt;
===(Ethereal Uber ???)===&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
A fast, aggressive flying unit with stronger ranged attack than a Sectoid.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: The Floater can launch to any point on the map (ends its turn).&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Floater (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
A tougher version of the regular Floater with more hit points and higher damage dealing.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Heavy Floater (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
Mutons are very strong units with a ranged attack, though they are susceptible to psionics.  Wounding a Muton without killing it can intimidate your soldiers and lower their Will.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Buffs other Mutons.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Muton (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton Berserker===&lt;br /&gt;
Muton Berskers are extremely strong melee units.  Berserkers are susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last (uncontrollable in multiplayer?).&lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Attacks an enemy unit&#039;s cover and can cause damage to the (formerly) covered unit.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Muton Berserker (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Outsider (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
Sectoids are a basic, weak unit with an average ranged attack.  They are capable of some psionics.  Killing a unit that is performing &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; will also kill the unit receiving the merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Takes control of the target.  Robotic units are immune to &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid Commander (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
An extremely strong robotic unit that can use both its turn moves for attacking.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectopod (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
Thin Men are weak, highly mobile units with average ranged attack.&lt;br /&gt;
* &#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: Causes damage each turn for up to 3 turns to any unit poisoned by the cloud of spit.&lt;br /&gt;
* Thin Men explode into a cloud of poison upon death.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Thin Man (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Freeone3000</name></author>
	</entry>
</feed>