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		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=38677</id>
		<title>Classes (EU2012)</title>
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		<updated>2012-10-12T07:15:04Z</updated>

		<summary type="html">&lt;p&gt;Sancus: /* Psionic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right; padding:10px;&amp;quot;&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
Soldiers in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; are divided into &#039;&#039;&#039;Classes&#039;&#039;&#039;, where each class has specialized [[Attributes (EU2012)#Stats|stats]] and [[Weapons (EU2012)|weapons]], whilst also possessing unique [[Abilities (EU2012)|abilities]] (a.k.a. &#039;perks&#039;). &lt;br /&gt;
When a Rookie is first promoted it will be assigned randomly to one class and be given its initial ability.  As the soldier level up more, the player gets to choose one of two abilities at each level, with the exception of Major where only one perk is available.&lt;br /&gt;
&lt;br /&gt;
The system of soldier &#039;&#039;&#039;Classes&#039;&#039;&#039; follows a &#039;Rock, Paper, Scissor&#039; logic, where the different classes complement one another on the battlefield and provide unique abilities to each squad. Each class is focused for a specific role(s) and they are crucial to [[Squad Design (EU2012)|design squads]] with the right combination of abilities required for each [[Missions (EU2012)|mission]], [[Terrain (EU2012)|terrain]], type of [[Alien Life Forms (EU2012)|hostile presence]] and other factors. &lt;br /&gt;
&lt;br /&gt;
There are five classes of XCOM soldiers present in the game: &lt;br /&gt;
* Assault&lt;br /&gt;
* Heavy&lt;br /&gt;
* Sniper&lt;br /&gt;
* Support&lt;br /&gt;
* Psionic (subclass)&lt;br /&gt;
&lt;br /&gt;
==Assault==&lt;br /&gt;
A mobile soldier with a short-range high punch and good defense. A good choice for close quarter combat in maps with constricting spaces and limited vision.  The &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; ability makes Assault soldiers particularly useful for outflanking opponents. Its main drawbacks are the limited usefulness of the Shotgun outside close range and the high cool down time after using Run &amp;amp; Gun. &lt;br /&gt;
&lt;br /&gt;
* The Assault class primary weapon is the [[Shotgun (EU2012)|Shotgun]], a firearm designed to deal heavy damage to targets at close range with a 20% probability for critical hits, but with loss of efficiency at a greater distance to target.&lt;br /&gt;
* The Shotgun can later be replaced by the [[Laser Scatter (EU2012)|Laser Scatter]] and [[Alloy Cannon (EU2012)|Alloy Cannon]] models, which offer greater damage capability.&lt;br /&gt;
* As an alternative, [[Assault Rifle (EU2012)|Assault Rifles]] may also be used by Assault units instead of Shotguns. It provides them with a better weapon for medium range engagements, where the Assault can use the perks that improve its Critical Hit ability for devastating effects. &lt;br /&gt;
* Finally the Assault may also carry 1 [[Pistol (EU2012)|Pistol]] as its secondary weapon and other equipment as required.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Assault Ability/Rank Tree&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&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Notes&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; | Unit can Dash + Fire || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Allows to Dash and Fire, but not Dash and use equipment; 2 turn cooldown&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; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +30 (max) Critical Chance || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +10 points per enemy in sight&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; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +20 (max) Defense || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | 5  extra Defense points per enemy in sight&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; | || align=&amp;quot;center&amp;quot; | +30 (max) Critical Chance || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Against adjacent targets; bonus declines with distance&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; | Forces reaction miss || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | 1st shot fired at this unit on Overwatch is a miss&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; | Can fire 2 shots || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | -15 Aim penalty on each shot&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; |  Shot that flushes enemy from cover || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Easy shot but low Damage to target&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; | || align=&amp;quot;center&amp;quot; | +5 (max) Critical Damage || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | +1 per each enemy spotted by the XCOM squad, maximum of 5&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; | Always on Overwatch || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Will only fire at enemies moving within 4 tiles or less  distance&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; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Health Bonus || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Bonus value dependent on armor level&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; | || align=&amp;quot;center&amp;quot; | +50% on Critical Damage || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |&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; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | No Critical Hits || align=&amp;quot;center&amp;quot; | Unit is immune to Critical Hits&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s abilities tree choices are between increasing its Attack (Critical Hit and Damage chances) or Defense capabilities. &lt;br /&gt;
* Assault is the only class that can gain the &#039;&#039;&#039;Flush&#039;&#039;&#039; ability, allowing it to force enemies into the open and out of cover.&lt;br /&gt;
* Another ability unique to Assault is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing it to evade the first reaction shot fired by the aliens.&lt;br /&gt;
* The bonus in stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will. &lt;br /&gt;
* Home Run / Blitzkrieg: Focuses on big damage. For example, combining high critical damage perks like &#039;&#039;&#039;Aggression&#039;&#039;&#039; and &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; would suit a combat style involving multiple Assault units moving fast and aggressively using &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; continuously. A Sniper with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; could be a good supporting unit for this style to facilitate taking out enemy units that you miss or extra units you encounter along the way, but also may not work well in limited-sight close-quarters maps. In those cases, take care to &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; into cover against potential remaining units or have Support units with smoke grenades ready to help after Assault units have moved and fired.  This Assault soldier may be particularly useful in time-sensitive missions like [[Terror Mission (EU2012)|Terror Missions]] and [[Bomb Disposal (EU2012)|Bomb Disposals]].&lt;br /&gt;
&lt;br /&gt;
==Heavy==&lt;br /&gt;
Firepower and damage specialist, carrying both a [[LMG (EU2012)|Light Machinegun]] and a [[Rocket Launcher (EU2012)|Rocket Launcher]]. They are essential to support squad attacks, engage enemies on their own or the demolition of terrain obstacles. Its main disadvantages are the low progression on aiming and the limited ammunition (1 round) for the launcher. &lt;br /&gt;
&lt;br /&gt;
* The LMG is the Heavy&#039;s main weapon, capable of dealing heavy damage to targets and also to suppress them, if the Heavy has that ability. As research on laser and plasma weapons progresses the Heavy will later be able to upgrade its primary weapon to [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] advanced models. &lt;br /&gt;
* The Rocket Launcher is the secondary weapon for the Heavy and it gives him 1 rocket shot, to use against groups or enemies or to take down terrain. The launcher can be further upgraded with the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability, which gives an extra, special rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk, which allows for further rockets to be brought to a mission.&lt;br /&gt;
* [[Frag Grenade (EU2012)|Frag Grenades]] will be essential for Heavies with the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability during combat missions. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Heavy Ability/Rank Tree&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&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Notes&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; |  || align=&amp;quot;center&amp;quot; | 1 rocket per mission || align=&amp;quot;center&amp;quot; | ||  align=&amp;quot;center&amp;quot; | Requires both Actions to fire&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; | Fire/Fire&amp;lt;br&amp;gt;Fire/Move|| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unit can now fire twice or fire before moving on the same turn&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; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +10 Aim || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Bonus also benefits team members that fire at the same alien&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; | || align=&amp;quot;center&amp;quot; | + 33% Damage for 4 turns || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Bonus also benefits team members that fire at the same alien; lesser damage (4 points) on initial impact; gives 1 extra rocket - doesn&#039;t replace the normal rocket&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; | Suppress ability || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | -30 Aim to enemy, allows reaction shot if the target moves&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; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +100% Damage robotic enemies || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | For use against [[Cyberdisc (EU2012)|Cyberdiscs]] and [[Sectopods (EU2012)|Sectopods]]&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; | 2 shots on Overwatch || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unit gets another shot if reaction fire hits&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; | || align=&amp;quot;center&amp;quot; | 2 grenades || align=&amp;quot;center&amp;quot; | ||  align=&amp;quot;center&amp;quot; | Each item slot can now carry 2 grenades&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; | || align=&amp;quot;center&amp;quot; | Increase hit area || align=&amp;quot;center&amp;quot; | ||  align=&amp;quot;center&amp;quot; | Increases area of engagement of rockets and suppression by 2 spaces&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; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Reduces damage || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Reduces Damage taken if not exposed or flanked&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; | || align=&amp;quot;center&amp;quot; | 1 extra rocket || align=&amp;quot;center&amp;quot; | ||  align=&amp;quot;center&amp;quot; |&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; | || align=&amp;quot;center&amp;quot; | Additional damage || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Damage from Suppression and area-effect weapons is increased based on tech level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Heavy&#039;s initial choice of Corporal abilities is between improving its firing abilities (allowing it to fire twice or fire and move) with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or turning it into a team tagger of aliens by choosing &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and improving both its Aim and everyone who fires at the same alien. Afterwards Heavy units can focus on two paths, or mix them together. &lt;br /&gt;
* Heavy Ordinance: Focuses on high damage and area of damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Rounds&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and&#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This build would be good for encounters with high volumes of aliens or in slow, time insensitive missions where you can take the time to not take your first movement for rocket shots.  This build could be particularly effective combined with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Snipers in a combined effort to destroy cover and then take out remaining damaged units with the Snipers.&lt;br /&gt;
* Heavy Suppression: Focuses on perks that improve the rest of your squad like &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. Combined with &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; Support units, the player can pin down the enemy and freely move around &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; Assault units to systematically eliminate the enemy.  This would be good for scenarios that are not time sensitive so you establish position and plan out movements to minimize Overwatch consequences.&lt;br /&gt;
* Both &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier. &lt;br /&gt;
* Heavies are the class that will receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 14 Will points.&lt;br /&gt;
&lt;br /&gt;
==Sniper==&lt;br /&gt;
The sniper&#039;s main role is to inflict long-range critical damage on enemy units by using its &#039;&#039;&#039;Headshot&#039;&#039;&#039; ability but it can be also used for reconnaissance duties. Its main drawbacks is the starting inability to Move and Fire its Sniper Rifle on the same turn, forcing it to use pistols on close quarters fights unless it receives advanced training and the cool down time for its main weapon. &lt;br /&gt;
&lt;br /&gt;
* The Sniper&#039;s primary weapon is the [[Sniper Rifle (EU2012)|Sniper Rifle]]. This weapon offers high damage and a +20 Critical Chance to any shot, with the critical hit chance increasing on each tech upgrade, from [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] to [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]].&lt;br /&gt;
* Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units&#039; view, using the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Sniper ability. Their drawback is their starting restriction on Move and Fire, which can only be removed with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; ability. &lt;br /&gt;
* Snipers may also be trained to use their [[Pistol (EU2012)|Pistols]] for greater damage (+2 points) with the &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Sniper Ability/Rank Tree&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&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Notes&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; | || align=&amp;quot;center&amp;quot; | + 30% Critical Chance  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Extra Critical Damage; 2 turn cool down&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; | Can fire on any sighted enemy || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Sniper can target any hostiles seen by the squad; requires clear line of fire&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; | Unit can Move/Fire || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | -20 Aim penalty&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; |  || align=&amp;quot;center&amp;quot; | +10 Aim || align=&amp;quot;center&amp;quot; | +10 Defense || align=&amp;quot;center&amp;quot; | Aim bonus given in addition to existing one for height&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; | || align=&amp;quot;center&amp;quot; | +2 damage to pistols || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |&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; | Shot to disable a target&#039;s weapon || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | If successful target may try to repair using reload; no critical hits; ??? turn cool down&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; | + Vision || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unit can deploy a scanner that creates a source of vision for 2 turns; can be used twice&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; | || align=&amp;quot;center&amp;quot; | +10 Aim on injured targets || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | With targets at less that 50% health&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; | || align=&amp;quot;center&amp;quot; | No Aim penalty on overwatch || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | In addition, reaction fire can now cause Critical Hits&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; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Partial cover counts as full || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | Extra Action after a kill || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Kills made against flanked or exposed enemies with the sniper rifle don&#039;t cost an action&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; | Unit can Fire/Fire || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 1 turn cool down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Sniper&#039;s initial choices focus between improving its aim and range, with perks like &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; or &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; or to address its close range limitations, with &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; and &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;.&lt;br /&gt;
* Afterwards Snipers can specialize on a number of areas, with perks like &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, &#039;&#039;&#039;Executioner&#039;&#039;&#039;, &#039;&#039;&#039;Double Tap&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; useful on a variety of situations. &lt;br /&gt;
* If equipped with the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; Snipers may also scout for hostiles without the need to send (and risk) a squad member. &lt;br /&gt;
* Snipers can also train on their unique &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; perk, allowing them to temporarily disable an alien&#039;s weapon. &lt;br /&gt;
* Rank promotions will give Snipers the biggest increase in Aim when compared to the other classes (+40 points total). Their drawback is that upon reaching Colonel rank a Sniper will also receive less 1 Health Point than any of the other classes (+3 total) but the same Will (+14 total).&lt;br /&gt;
* Equipping the Sniper with armor that has a grappling hook is particularly helpful to establish a safe shooting position with wide field coverage and to use the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; and &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; perks.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
Multipropose units intended to serve as field medics, scouts, sentries or any other support roles. Supports can stay behind the front lines in order to heal damaged units and/or secure flanks, or provide suppressive fire for advancing units. Or they can join the advance, by scouting ahead and using smoke clouds to protect the squad&#039;s advance, helping to [[Flanking (EU2012)|outflank]] opponents, if Assaults are pinned down or have been lost, or to provide [[Overwatch (EU2012)|Overwatch]]. Its drawbacks are the slighly lower damage from its primary weapon and lower capacity for critical hits as well as having no permanent Defense bonuses besides those of armor/cover. &lt;br /&gt;
&lt;br /&gt;
* The Support&#039;s primary weapon is its [[Assault Rifle (EU2012)|Assault Rifle]], which can also be used to Suppress enemies, if the Support acquires the Rifle Suppression ability. The main weapon can later be upgraded to [[Laser Rifle (EU2012)|Laser Rifle]], [[Plasma Light Rifle (EU2012)|Plasma Light Rifle]] or [[Plasma Rifle (EU2012)|Plasma Rifle]] variants. &lt;br /&gt;
* The Support also carries [[Smoke Grenade (EU2012)|Smoke Grenades]] which can generate clouds capable of offering half cover to any units inside them (both XCOM and the aliens) or even increase the stats of the soldiers inside the cloud. &lt;br /&gt;
* The [[Medikit (EU2012)|Medikit]] is also essential to a Support, due to its abilities which allow it to serve as a specialized &#039;&#039;&#039;Field Medic&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Support Ability/Rank Tree&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&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Notes&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; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 1 smoke grenade +20 Defense || align=&amp;quot;center&amp;quot; | Allows unit to carry 1 smoke grenade - smoke cloud gives half cover (+20 Defense) to all units inside it; cloud lasts for 2 turns&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; | 3 extra tiles Movement || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &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; | Overwatch on enemy attacks || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Reaction fire can now be triggered by enemy fire, in addition to movement &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 3 use Medikit || align=&amp;quot;center&amp;quot; | Unit can use each Medikit 3 times&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; |  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 1 extra smoke grenade || align=&amp;quot;center&amp;quot; | Each equipment item slot can now carry 2 smoke grenades&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Revive&#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; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Improved unit heal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Medikits can revive critically injured soldiers at 33% of Health instead of just stabilizing them&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; | Unit can Surpress || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | -30 penalty Aim to target; will fire a reaction shot if target moves&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; | || align=&amp;quot;center&amp;quot; | +10 Critical Chance +20 Will || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |&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; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Larger cloud area +20 Defense || align=&amp;quot;center&amp;quot; |&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; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | 1 more item slot&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; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Improved unit heal || align=&amp;quot;center&amp;quot; | Medikits restore 4 more Health per use&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; | 2 shots on Overwatch || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Unit will reaction fire twice&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Support abilities upgrades are centered on medical, scout and sentry roles. &lt;br /&gt;
* A &#039;&#039;&#039;Field Medic&#039;&#039;&#039;  will be required for efficient Medikit use and to minimize injuries and recovery time, as well as creating smoke clouds containing &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; to enhance units stats. &lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; perk and additional smoke capacity are good for scouts. &lt;br /&gt;
* Support&#039;s two other specialized abilities are &#039;&#039;&#039;Rifle Suppress&#039;&#039;&#039;, allowing scouts or sentries to support attacks and &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; (making it the only class that can react to enemy fire on Overwatch). &lt;br /&gt;
* The bonus in stats gained through rank promotions will give the Support a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
==Psionic==&lt;br /&gt;
A Psionic is a late game class that appears once you tested your soldiers for psionic ability. Higher Will makes the more likely to have the gift. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Psionic Ability/Rank Tree&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&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Notes&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Psionic   || align=&amp;quot;center&amp;quot; | 5 damage. || align=&amp;quot;center&amp;quot; | Chance to hit based on Will. || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Deals 5 damage and causes penalties to Aim, mobility, and Will for 2 turns. 1 turn cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Specialist  || align=&amp;quot;center&amp;quot; | Within 3 tiles, remove Mindfray &amp;amp; panic. || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | +30 Will for 2 turns.  || align=&amp;quot;center&amp;quot; | Removes Mindfray and panic from all allies within 3 tiles, and strengthens their Will by +30 Will for 2 turns. 4 turn cooldown.&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; | Specialist || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Causes panic. || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Causes target to panic on its following turn, if the target&#039;s will is overcome. Robotic enemies are immune. 2 turn cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Operative || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +40 Defense within large field. || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Create an immobile telekinetic field that lasts through the enemy&#039;s turn. The field distorts and deflects incoming attacks, granting +40 defense to both allies and enemies in the field. 4 turn cooldown.&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; |  Operative || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Controls target. || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]] - For a list of all abilities and ingame descriptions&lt;br /&gt;
* [[Soldiers (EU2012)#Ranks|Ranks]] - For detailed information on promotion skill bonuses&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]] - Explanation of the Action system&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]] - list of all XCOM weapons and equipment&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Sancus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=38676</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=38676"/>
		<updated>2012-10-12T07:09:51Z</updated>

		<summary type="html">&lt;p&gt;Sancus: /* Psionic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right; padding:10px;&amp;quot;&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
Soldiers in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; are divided into &#039;&#039;&#039;Classes&#039;&#039;&#039;, where each class has specialized [[Attributes (EU2012)#Stats|stats]] and [[Weapons (EU2012)|weapons]], whilst also possessing unique [[Abilities (EU2012)|abilities]] (a.k.a. &#039;perks&#039;). &lt;br /&gt;
When a Rookie is first promoted it will be assigned randomly to one class and be given its initial ability.  As the soldier level up more, the player gets to choose one of two abilities at each level, with the exception of Major where only one perk is available.&lt;br /&gt;
&lt;br /&gt;
The system of soldier &#039;&#039;&#039;Classes&#039;&#039;&#039; follows a &#039;Rock, Paper, Scissor&#039; logic, where the different classes complement one another on the battlefield and provide unique abilities to each squad. Each class is focused for a specific role(s) and they are crucial to [[Squad Design (EU2012)|design squads]] with the right combination of abilities required for each [[Missions (EU2012)|mission]], [[Terrain (EU2012)|terrain]], type of [[Alien Life Forms (EU2012)|hostile presence]] and other factors. &lt;br /&gt;
&lt;br /&gt;
There are five classes of XCOM soldiers present in the game: &lt;br /&gt;
* Assault&lt;br /&gt;
* Heavy&lt;br /&gt;
* Sniper&lt;br /&gt;
* Support&lt;br /&gt;
* Psionic (subclass)&lt;br /&gt;
&lt;br /&gt;
==Assault==&lt;br /&gt;
A mobile soldier with a short-range high punch and good defense. A good choice for close quarter combat in maps with constricting spaces and limited vision.  The &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; ability makes Assault soldiers particularly useful for outflanking opponents. Its main drawbacks are the limited usefulness of the Shotgun outside close range and the high cool down time after using Run &amp;amp; Gun. &lt;br /&gt;
&lt;br /&gt;
* The Assault class primary weapon is the [[Shotgun (EU2012)|Shotgun]], a firearm designed to deal heavy damage to targets at close range with a 20% probability for critical hits, but with loss of efficiency at a greater distance to target.&lt;br /&gt;
* The Shotgun can later be replaced by the [[Laser Scatter (EU2012)|Laser Scatter]] and [[Alloy Cannon (EU2012)|Alloy Cannon]] models, which offer greater damage capability.&lt;br /&gt;
* As an alternative, [[Assault Rifle (EU2012)|Assault Rifles]] may also be used by Assault units instead of Shotguns. It provides them with a better weapon for medium range engagements, where the Assault can use the perks that improve its Critical Hit ability for devastating effects. &lt;br /&gt;
* Finally the Assault may also carry 1 [[Pistol (EU2012)|Pistol]] as its secondary weapon and other equipment as required.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Assault Ability/Rank Tree&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&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Notes&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; | Unit can Dash + Fire || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Allows to Dash and Fire, but not Dash and use equipment; 2 turn cooldown&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; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +30 (max) Critical Chance || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +10 points per enemy in sight&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; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +20 (max) Defense || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | 5  extra Defense points per enemy in sight&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; | || align=&amp;quot;center&amp;quot; | +30 (max) Critical Chance || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Against adjacent targets; bonus declines with distance&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; | Forces reaction miss || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | 1st shot fired at this unit on Overwatch is a miss&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; | Can fire 2 shots || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | -15 Aim penalty on each shot&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; |  Shot that flushes enemy from cover || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Easy shot but low Damage to target&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; | || align=&amp;quot;center&amp;quot; | +5 (max) Critical Damage || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | +1 per each enemy spotted by the XCOM squad, maximum of 5&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; | Always on Overwatch || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Will only fire at enemies moving within 4 tiles or less  distance&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; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Health Bonus || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Bonus value dependent on armor level&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; | || align=&amp;quot;center&amp;quot; | +50% on Critical Damage || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |&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; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | No Critical Hits || align=&amp;quot;center&amp;quot; | Unit is immune to Critical Hits&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s abilities tree choices are between increasing its Attack (Critical Hit and Damage chances) or Defense capabilities. &lt;br /&gt;
* Assault is the only class that can gain the &#039;&#039;&#039;Flush&#039;&#039;&#039; ability, allowing it to force enemies into the open and out of cover.&lt;br /&gt;
* Another ability unique to Assault is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing it to evade the first reaction shot fired by the aliens.&lt;br /&gt;
* The bonus in stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will. &lt;br /&gt;
* Home Run / Blitzkrieg: Focuses on big damage. For example, combining high critical damage perks like &#039;&#039;&#039;Aggression&#039;&#039;&#039; and &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; would suit a combat style involving multiple Assault units moving fast and aggressively using &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; continuously. A Sniper with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; could be a good supporting unit for this style to facilitate taking out enemy units that you miss or extra units you encounter along the way, but also may not work well in limited-sight close-quarters maps. In those cases, take care to &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; into cover against potential remaining units or have Support units with smoke grenades ready to help after Assault units have moved and fired.  This Assault soldier may be particularly useful in time-sensitive missions like [[Terror Mission (EU2012)|Terror Missions]] and [[Bomb Disposal (EU2012)|Bomb Disposals]].&lt;br /&gt;
&lt;br /&gt;
==Heavy==&lt;br /&gt;
Firepower and damage specialist, carrying both a [[LMG (EU2012)|Light Machinegun]] and a [[Rocket Launcher (EU2012)|Rocket Launcher]]. They are essential to support squad attacks, engage enemies on their own or the demolition of terrain obstacles. Its main disadvantages are the low progression on aiming and the limited ammunition (1 round) for the launcher. &lt;br /&gt;
&lt;br /&gt;
* The LMG is the Heavy&#039;s main weapon, capable of dealing heavy damage to targets and also to suppress them, if the Heavy has that ability. As research on laser and plasma weapons progresses the Heavy will later be able to upgrade its primary weapon to [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] advanced models. &lt;br /&gt;
* The Rocket Launcher is the secondary weapon for the Heavy and it gives him 1 rocket shot, to use against groups or enemies or to take down terrain. The launcher can be further upgraded with the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability, which gives an extra, special rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk, which allows for further rockets to be brought to a mission.&lt;br /&gt;
* [[Frag Grenade (EU2012)|Frag Grenades]] will be essential for Heavies with the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability during combat missions. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Heavy Ability/Rank Tree&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&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Notes&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; |  || align=&amp;quot;center&amp;quot; | 1 rocket per mission || align=&amp;quot;center&amp;quot; | ||  align=&amp;quot;center&amp;quot; | Requires both Actions to fire&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; | Fire/Fire&amp;lt;br&amp;gt;Fire/Move|| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unit can now fire twice or fire before moving on the same turn&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; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +10 Aim || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Bonus also benefits team members that fire at the same alien&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; | || align=&amp;quot;center&amp;quot; | + 33% Damage for 4 turns || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Bonus also benefits team members that fire at the same alien; lesser damage (4 points) on initial impact; gives 1 extra rocket - doesn&#039;t replace the normal rocket&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; | Suppress ability || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | -30 Aim to enemy, allows reaction shot if the target moves&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; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +100% Damage robotic enemies || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | For use against [[Cyberdisc (EU2012)|Cyberdiscs]] and [[Sectopods (EU2012)|Sectopods]]&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; | 2 shots on Overwatch || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unit gets another shot if reaction fire hits&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; | || align=&amp;quot;center&amp;quot; | 2 grenades || align=&amp;quot;center&amp;quot; | ||  align=&amp;quot;center&amp;quot; | Each item slot can now carry 2 grenades&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; | || align=&amp;quot;center&amp;quot; | Increase hit area || align=&amp;quot;center&amp;quot; | ||  align=&amp;quot;center&amp;quot; | Increases area of engagement of rockets and suppression by 2 spaces&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; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Reduces damage || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Reduces Damage taken if not exposed or flanked&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; | || align=&amp;quot;center&amp;quot; | 1 extra rocket || align=&amp;quot;center&amp;quot; | ||  align=&amp;quot;center&amp;quot; |&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; | || align=&amp;quot;center&amp;quot; | Additional damage || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Damage from Suppression and area-effect weapons is increased based on tech level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Heavy&#039;s initial choice of Corporal abilities is between improving its firing abilities (allowing it to fire twice or fire and move) with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or turning it into a team tagger of aliens by choosing &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and improving both its Aim and everyone who fires at the same alien. Afterwards Heavy units can focus on two paths, or mix them together. &lt;br /&gt;
* Heavy Ordinance: Focuses on high damage and area of damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Rounds&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and&#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This build would be good for encounters with high volumes of aliens or in slow, time insensitive missions where you can take the time to not take your first movement for rocket shots.  This build could be particularly effective combined with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Snipers in a combined effort to destroy cover and then take out remaining damaged units with the Snipers.&lt;br /&gt;
* Heavy Suppression: Focuses on perks that improve the rest of your squad like &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. Combined with &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; Support units, the player can pin down the enemy and freely move around &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; Assault units to systematically eliminate the enemy.  This would be good for scenarios that are not time sensitive so you establish position and plan out movements to minimize Overwatch consequences.&lt;br /&gt;
* Both &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier. &lt;br /&gt;
* Heavies are the class that will receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 14 Will points.&lt;br /&gt;
&lt;br /&gt;
==Sniper==&lt;br /&gt;
The sniper&#039;s main role is to inflict long-range critical damage on enemy units by using its &#039;&#039;&#039;Headshot&#039;&#039;&#039; ability but it can be also used for reconnaissance duties. Its main drawbacks is the starting inability to Move and Fire its Sniper Rifle on the same turn, forcing it to use pistols on close quarters fights unless it receives advanced training and the cool down time for its main weapon. &lt;br /&gt;
&lt;br /&gt;
* The Sniper&#039;s primary weapon is the [[Sniper Rifle (EU2012)|Sniper Rifle]]. This weapon offers high damage and a +20 Critical Chance to any shot, with the critical hit chance increasing on each tech upgrade, from [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] to [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]].&lt;br /&gt;
* Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units&#039; view, using the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Sniper ability. Their drawback is their starting restriction on Move and Fire, which can only be removed with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; ability. &lt;br /&gt;
* Snipers may also be trained to use their [[Pistol (EU2012)|Pistols]] for greater damage (+2 points) with the &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Sniper Ability/Rank Tree&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&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Notes&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; | || align=&amp;quot;center&amp;quot; | + 30% Critical Chance  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Extra Critical Damage; 2 turn cool down&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; | Can fire on any sighted enemy || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Sniper can target any hostiles seen by the squad; requires clear line of fire&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; | Unit can Move/Fire || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | -20 Aim penalty&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; |  || align=&amp;quot;center&amp;quot; | +10 Aim || align=&amp;quot;center&amp;quot; | +10 Defense || align=&amp;quot;center&amp;quot; | Aim bonus given in addition to existing one for height&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; | || align=&amp;quot;center&amp;quot; | +2 damage to pistols || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |&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; | Shot to disable a target&#039;s weapon || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | If successful target may try to repair using reload; no critical hits; ??? turn cool down&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; | + Vision || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unit can deploy a scanner that creates a source of vision for 2 turns; can be used twice&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; | || align=&amp;quot;center&amp;quot; | +10 Aim on injured targets || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | With targets at less that 50% health&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; | || align=&amp;quot;center&amp;quot; | No Aim penalty on overwatch || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | In addition, reaction fire can now cause Critical Hits&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; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Partial cover counts as full || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | Extra Action after a kill || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Kills made against flanked or exposed enemies with the sniper rifle don&#039;t cost an action&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; | Unit can Fire/Fire || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 1 turn cool down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Sniper&#039;s initial choices focus between improving its aim and range, with perks like &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; or &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; or to address its close range limitations, with &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; and &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;.&lt;br /&gt;
* Afterwards Snipers can specialize on a number of areas, with perks like &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, &#039;&#039;&#039;Executioner&#039;&#039;&#039;, &#039;&#039;&#039;Double Tap&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; useful on a variety of situations. &lt;br /&gt;
* If equipped with the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; Snipers may also scout for hostiles without the need to send (and risk) a squad member. &lt;br /&gt;
* Snipers can also train on their unique &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; perk, allowing them to temporarily disable an alien&#039;s weapon. &lt;br /&gt;
* Rank promotions will give Snipers the biggest increase in Aim when compared to the other classes (+40 points total). Their drawback is that upon reaching Colonel rank a Sniper will also receive less 1 Health Point than any of the other classes (+3 total) but the same Will (+14 total).&lt;br /&gt;
* Equipping the Sniper with armor that has a grappling hook is particularly helpful to establish a safe shooting position with wide field coverage and to use the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; and &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; perks.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
Multipropose units intended to serve as field medics, scouts, sentries or any other support roles. Supports can stay behind the front lines in order to heal damaged units and/or secure flanks, or provide suppressive fire for advancing units. Or they can join the advance, by scouting ahead and using smoke clouds to protect the squad&#039;s advance, helping to [[Flanking (EU2012)|outflank]] opponents, if Assaults are pinned down or have been lost, or to provide [[Overwatch (EU2012)|Overwatch]]. Its drawbacks are the slighly lower damage from its primary weapon and lower capacity for critical hits as well as having no permanent Defense bonuses besides those of armor/cover. &lt;br /&gt;
&lt;br /&gt;
* The Support&#039;s primary weapon is its [[Assault Rifle (EU2012)|Assault Rifle]], which can also be used to Suppress enemies, if the Support acquires the Rifle Suppression ability. The main weapon can later be upgraded to [[Laser Rifle (EU2012)|Laser Rifle]], [[Plasma Light Rifle (EU2012)|Plasma Light Rifle]] or [[Plasma Rifle (EU2012)|Plasma Rifle]] variants. &lt;br /&gt;
* The Support also carries [[Smoke Grenade (EU2012)|Smoke Grenades]] which can generate clouds capable of offering half cover to any units inside them (both XCOM and the aliens) or even increase the stats of the soldiers inside the cloud. &lt;br /&gt;
* The [[Medikit (EU2012)|Medikit]] is also essential to a Support, due to its abilities which allow it to serve as a specialized &#039;&#039;&#039;Field Medic&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Support Ability/Rank Tree&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&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Notes&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; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 1 smoke grenade +20 Defense || align=&amp;quot;center&amp;quot; | Allows unit to carry 1 smoke grenade - smoke cloud gives half cover (+20 Defense) to all units inside it; cloud lasts for 2 turns&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; | 3 extra tiles Movement || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &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; | Overwatch on enemy attacks || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Reaction fire can now be triggered by enemy fire, in addition to movement &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 3 use Medikit || align=&amp;quot;center&amp;quot; | Unit can use each Medikit 3 times&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; |  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 1 extra smoke grenade || align=&amp;quot;center&amp;quot; | Each equipment item slot can now carry 2 smoke grenades&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Revive&#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; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Improved unit heal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Medikits can revive critically injured soldiers at 33% of Health instead of just stabilizing them&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; | Unit can Surpress || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | -30 penalty Aim to target; will fire a reaction shot if target moves&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; | || align=&amp;quot;center&amp;quot; | +10 Critical Chance +20 Will || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |&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; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Larger cloud area +20 Defense || align=&amp;quot;center&amp;quot; |&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; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | 1 more item slot&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; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Improved unit heal || align=&amp;quot;center&amp;quot; | Medikits restore 4 more Health per use&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; | 2 shots on Overwatch || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Unit will reaction fire twice&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Support abilities upgrades are centered on medical, scout and sentry roles. &lt;br /&gt;
* A &#039;&#039;&#039;Field Medic&#039;&#039;&#039;  will be required for efficient Medikit use and to minimize injuries and recovery time, as well as creating smoke clouds containing &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; to enhance units stats. &lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; perk and additional smoke capacity are good for scouts. &lt;br /&gt;
* Support&#039;s two other specialized abilities are &#039;&#039;&#039;Rifle Suppress&#039;&#039;&#039;, allowing scouts or sentries to support attacks and &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; (making it the only class that can react to enemy fire on Overwatch). &lt;br /&gt;
* The bonus in stats gained through rank promotions will give the Support a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
==Psionic==&lt;br /&gt;
A Psionic is a late game class that appears once you tested your soldiers for psionic ability. Higher Will makes the more likely to have the gift. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Psionic Ability/Rank Tree&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&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Notes&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Psionic   || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Deals 5 damage and causes penalties to Aim, mobility, and Will for 2 turns. 1 turn cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Specialist  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Removes Mindfray and Panic from all allies within 3 tiles, and strengthens their Will by +30 Will for 2 turns. 4 turn cooldown.&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; | Specialist || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Causes target to panic on its following turn, if the target&#039;s will is overcome. Robotic enemies are immune. 2 turn cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Operative || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Create an immobile telekinetic field that lasts through the enemy&#039;s turn. The field distorts and deflects incoming attacks, granting +40 defense to both allies and enemies in the field. 4 turn cooldown.&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; |  Operative || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]] - For a list of all abilities and ingame descriptions&lt;br /&gt;
* [[Soldiers (EU2012)#Ranks|Ranks]] - For detailed information on promotion skill bonuses&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]] - Explanation of the Action system&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]] - list of all XCOM weapons and equipment&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Sancus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=38675</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=38675"/>
		<updated>2012-10-12T07:09:28Z</updated>

		<summary type="html">&lt;p&gt;Sancus: /* Psionic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right; padding:10px;&amp;quot;&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
Soldiers in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; are divided into &#039;&#039;&#039;Classes&#039;&#039;&#039;, where each class has specialized [[Attributes (EU2012)#Stats|stats]] and [[Weapons (EU2012)|weapons]], whilst also possessing unique [[Abilities (EU2012)|abilities]] (a.k.a. &#039;perks&#039;). &lt;br /&gt;
When a Rookie is first promoted it will be assigned randomly to one class and be given its initial ability.  As the soldier level up more, the player gets to choose one of two abilities at each level, with the exception of Major where only one perk is available.&lt;br /&gt;
&lt;br /&gt;
The system of soldier &#039;&#039;&#039;Classes&#039;&#039;&#039; follows a &#039;Rock, Paper, Scissor&#039; logic, where the different classes complement one another on the battlefield and provide unique abilities to each squad. Each class is focused for a specific role(s) and they are crucial to [[Squad Design (EU2012)|design squads]] with the right combination of abilities required for each [[Missions (EU2012)|mission]], [[Terrain (EU2012)|terrain]], type of [[Alien Life Forms (EU2012)|hostile presence]] and other factors. &lt;br /&gt;
&lt;br /&gt;
There are five classes of XCOM soldiers present in the game: &lt;br /&gt;
* Assault&lt;br /&gt;
* Heavy&lt;br /&gt;
* Sniper&lt;br /&gt;
* Support&lt;br /&gt;
* Psionic (subclass)&lt;br /&gt;
&lt;br /&gt;
==Assault==&lt;br /&gt;
A mobile soldier with a short-range high punch and good defense. A good choice for close quarter combat in maps with constricting spaces and limited vision.  The &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; ability makes Assault soldiers particularly useful for outflanking opponents. Its main drawbacks are the limited usefulness of the Shotgun outside close range and the high cool down time after using Run &amp;amp; Gun. &lt;br /&gt;
&lt;br /&gt;
* The Assault class primary weapon is the [[Shotgun (EU2012)|Shotgun]], a firearm designed to deal heavy damage to targets at close range with a 20% probability for critical hits, but with loss of efficiency at a greater distance to target.&lt;br /&gt;
* The Shotgun can later be replaced by the [[Laser Scatter (EU2012)|Laser Scatter]] and [[Alloy Cannon (EU2012)|Alloy Cannon]] models, which offer greater damage capability.&lt;br /&gt;
* As an alternative, [[Assault Rifle (EU2012)|Assault Rifles]] may also be used by Assault units instead of Shotguns. It provides them with a better weapon for medium range engagements, where the Assault can use the perks that improve its Critical Hit ability for devastating effects. &lt;br /&gt;
* Finally the Assault may also carry 1 [[Pistol (EU2012)|Pistol]] as its secondary weapon and other equipment as required.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Assault Ability/Rank Tree&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&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Notes&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; | Unit can Dash + Fire || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Allows to Dash and Fire, but not Dash and use equipment; 2 turn cooldown&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; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +30 (max) Critical Chance || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +10 points per enemy in sight&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; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +20 (max) Defense || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | 5  extra Defense points per enemy in sight&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; | || align=&amp;quot;center&amp;quot; | +30 (max) Critical Chance || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Against adjacent targets; bonus declines with distance&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; | Forces reaction miss || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | 1st shot fired at this unit on Overwatch is a miss&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; | Can fire 2 shots || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | -15 Aim penalty on each shot&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; |  Shot that flushes enemy from cover || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Easy shot but low Damage to target&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; | || align=&amp;quot;center&amp;quot; | +5 (max) Critical Damage || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | +1 per each enemy spotted by the XCOM squad, maximum of 5&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; | Always on Overwatch || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Will only fire at enemies moving within 4 tiles or less  distance&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; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Health Bonus || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Bonus value dependent on armor level&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; | || align=&amp;quot;center&amp;quot; | +50% on Critical Damage || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |&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; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | No Critical Hits || align=&amp;quot;center&amp;quot; | Unit is immune to Critical Hits&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s abilities tree choices are between increasing its Attack (Critical Hit and Damage chances) or Defense capabilities. &lt;br /&gt;
* Assault is the only class that can gain the &#039;&#039;&#039;Flush&#039;&#039;&#039; ability, allowing it to force enemies into the open and out of cover.&lt;br /&gt;
* Another ability unique to Assault is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing it to evade the first reaction shot fired by the aliens.&lt;br /&gt;
* The bonus in stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will. &lt;br /&gt;
* Home Run / Blitzkrieg: Focuses on big damage. For example, combining high critical damage perks like &#039;&#039;&#039;Aggression&#039;&#039;&#039; and &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; would suit a combat style involving multiple Assault units moving fast and aggressively using &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; continuously. A Sniper with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; could be a good supporting unit for this style to facilitate taking out enemy units that you miss or extra units you encounter along the way, but also may not work well in limited-sight close-quarters maps. In those cases, take care to &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; into cover against potential remaining units or have Support units with smoke grenades ready to help after Assault units have moved and fired.  This Assault soldier may be particularly useful in time-sensitive missions like [[Terror Mission (EU2012)|Terror Missions]] and [[Bomb Disposal (EU2012)|Bomb Disposals]].&lt;br /&gt;
&lt;br /&gt;
==Heavy==&lt;br /&gt;
Firepower and damage specialist, carrying both a [[LMG (EU2012)|Light Machinegun]] and a [[Rocket Launcher (EU2012)|Rocket Launcher]]. They are essential to support squad attacks, engage enemies on their own or the demolition of terrain obstacles. Its main disadvantages are the low progression on aiming and the limited ammunition (1 round) for the launcher. &lt;br /&gt;
&lt;br /&gt;
* The LMG is the Heavy&#039;s main weapon, capable of dealing heavy damage to targets and also to suppress them, if the Heavy has that ability. As research on laser and plasma weapons progresses the Heavy will later be able to upgrade its primary weapon to [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] advanced models. &lt;br /&gt;
* The Rocket Launcher is the secondary weapon for the Heavy and it gives him 1 rocket shot, to use against groups or enemies or to take down terrain. The launcher can be further upgraded with the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability, which gives an extra, special rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk, which allows for further rockets to be brought to a mission.&lt;br /&gt;
* [[Frag Grenade (EU2012)|Frag Grenades]] will be essential for Heavies with the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability during combat missions. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Heavy Ability/Rank Tree&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&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Notes&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; |  || align=&amp;quot;center&amp;quot; | 1 rocket per mission || align=&amp;quot;center&amp;quot; | ||  align=&amp;quot;center&amp;quot; | Requires both Actions to fire&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; | Fire/Fire&amp;lt;br&amp;gt;Fire/Move|| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unit can now fire twice or fire before moving on the same turn&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; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +10 Aim || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Bonus also benefits team members that fire at the same alien&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; | || align=&amp;quot;center&amp;quot; | + 33% Damage for 4 turns || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Bonus also benefits team members that fire at the same alien; lesser damage (4 points) on initial impact; gives 1 extra rocket - doesn&#039;t replace the normal rocket&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; | Suppress ability || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | -30 Aim to enemy, allows reaction shot if the target moves&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; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +100% Damage robotic enemies || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | For use against [[Cyberdisc (EU2012)|Cyberdiscs]] and [[Sectopods (EU2012)|Sectopods]]&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; | 2 shots on Overwatch || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unit gets another shot if reaction fire hits&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; | || align=&amp;quot;center&amp;quot; | 2 grenades || align=&amp;quot;center&amp;quot; | ||  align=&amp;quot;center&amp;quot; | Each item slot can now carry 2 grenades&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; | || align=&amp;quot;center&amp;quot; | Increase hit area || align=&amp;quot;center&amp;quot; | ||  align=&amp;quot;center&amp;quot; | Increases area of engagement of rockets and suppression by 2 spaces&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; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Reduces damage || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Reduces Damage taken if not exposed or flanked&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; | || align=&amp;quot;center&amp;quot; | 1 extra rocket || align=&amp;quot;center&amp;quot; | ||  align=&amp;quot;center&amp;quot; |&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; | || align=&amp;quot;center&amp;quot; | Additional damage || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Damage from Suppression and area-effect weapons is increased based on tech level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Heavy&#039;s initial choice of Corporal abilities is between improving its firing abilities (allowing it to fire twice or fire and move) with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or turning it into a team tagger of aliens by choosing &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and improving both its Aim and everyone who fires at the same alien. Afterwards Heavy units can focus on two paths, or mix them together. &lt;br /&gt;
* Heavy Ordinance: Focuses on high damage and area of damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Rounds&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and&#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This build would be good for encounters with high volumes of aliens or in slow, time insensitive missions where you can take the time to not take your first movement for rocket shots.  This build could be particularly effective combined with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Snipers in a combined effort to destroy cover and then take out remaining damaged units with the Snipers.&lt;br /&gt;
* Heavy Suppression: Focuses on perks that improve the rest of your squad like &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. Combined with &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; Support units, the player can pin down the enemy and freely move around &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; Assault units to systematically eliminate the enemy.  This would be good for scenarios that are not time sensitive so you establish position and plan out movements to minimize Overwatch consequences.&lt;br /&gt;
* Both &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier. &lt;br /&gt;
* Heavies are the class that will receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 14 Will points.&lt;br /&gt;
&lt;br /&gt;
==Sniper==&lt;br /&gt;
The sniper&#039;s main role is to inflict long-range critical damage on enemy units by using its &#039;&#039;&#039;Headshot&#039;&#039;&#039; ability but it can be also used for reconnaissance duties. Its main drawbacks is the starting inability to Move and Fire its Sniper Rifle on the same turn, forcing it to use pistols on close quarters fights unless it receives advanced training and the cool down time for its main weapon. &lt;br /&gt;
&lt;br /&gt;
* The Sniper&#039;s primary weapon is the [[Sniper Rifle (EU2012)|Sniper Rifle]]. This weapon offers high damage and a +20 Critical Chance to any shot, with the critical hit chance increasing on each tech upgrade, from [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] to [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]].&lt;br /&gt;
* Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units&#039; view, using the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Sniper ability. Their drawback is their starting restriction on Move and Fire, which can only be removed with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; ability. &lt;br /&gt;
* Snipers may also be trained to use their [[Pistol (EU2012)|Pistols]] for greater damage (+2 points) with the &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Sniper Ability/Rank Tree&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&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Notes&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; | || align=&amp;quot;center&amp;quot; | + 30% Critical Chance  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Extra Critical Damage; 2 turn cool down&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; | Can fire on any sighted enemy || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Sniper can target any hostiles seen by the squad; requires clear line of fire&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; | Unit can Move/Fire || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | -20 Aim penalty&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; |  || align=&amp;quot;center&amp;quot; | +10 Aim || align=&amp;quot;center&amp;quot; | +10 Defense || align=&amp;quot;center&amp;quot; | Aim bonus given in addition to existing one for height&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; | || align=&amp;quot;center&amp;quot; | +2 damage to pistols || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |&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; | Shot to disable a target&#039;s weapon || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | If successful target may try to repair using reload; no critical hits; ??? turn cool down&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; | + Vision || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unit can deploy a scanner that creates a source of vision for 2 turns; can be used twice&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; | || align=&amp;quot;center&amp;quot; | +10 Aim on injured targets || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | With targets at less that 50% health&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; | || align=&amp;quot;center&amp;quot; | No Aim penalty on overwatch || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | In addition, reaction fire can now cause Critical Hits&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; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Partial cover counts as full || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | Extra Action after a kill || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Kills made against flanked or exposed enemies with the sniper rifle don&#039;t cost an action&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; | Unit can Fire/Fire || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 1 turn cool down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Sniper&#039;s initial choices focus between improving its aim and range, with perks like &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; or &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; or to address its close range limitations, with &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; and &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;.&lt;br /&gt;
* Afterwards Snipers can specialize on a number of areas, with perks like &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, &#039;&#039;&#039;Executioner&#039;&#039;&#039;, &#039;&#039;&#039;Double Tap&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; useful on a variety of situations. &lt;br /&gt;
* If equipped with the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; Snipers may also scout for hostiles without the need to send (and risk) a squad member. &lt;br /&gt;
* Snipers can also train on their unique &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; perk, allowing them to temporarily disable an alien&#039;s weapon. &lt;br /&gt;
* Rank promotions will give Snipers the biggest increase in Aim when compared to the other classes (+40 points total). Their drawback is that upon reaching Colonel rank a Sniper will also receive less 1 Health Point than any of the other classes (+3 total) but the same Will (+14 total).&lt;br /&gt;
* Equipping the Sniper with armor that has a grappling hook is particularly helpful to establish a safe shooting position with wide field coverage and to use the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; and &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; perks.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
Multipropose units intended to serve as field medics, scouts, sentries or any other support roles. Supports can stay behind the front lines in order to heal damaged units and/or secure flanks, or provide suppressive fire for advancing units. Or they can join the advance, by scouting ahead and using smoke clouds to protect the squad&#039;s advance, helping to [[Flanking (EU2012)|outflank]] opponents, if Assaults are pinned down or have been lost, or to provide [[Overwatch (EU2012)|Overwatch]]. Its drawbacks are the slighly lower damage from its primary weapon and lower capacity for critical hits as well as having no permanent Defense bonuses besides those of armor/cover. &lt;br /&gt;
&lt;br /&gt;
* The Support&#039;s primary weapon is its [[Assault Rifle (EU2012)|Assault Rifle]], which can also be used to Suppress enemies, if the Support acquires the Rifle Suppression ability. The main weapon can later be upgraded to [[Laser Rifle (EU2012)|Laser Rifle]], [[Plasma Light Rifle (EU2012)|Plasma Light Rifle]] or [[Plasma Rifle (EU2012)|Plasma Rifle]] variants. &lt;br /&gt;
* The Support also carries [[Smoke Grenade (EU2012)|Smoke Grenades]] which can generate clouds capable of offering half cover to any units inside them (both XCOM and the aliens) or even increase the stats of the soldiers inside the cloud. &lt;br /&gt;
* The [[Medikit (EU2012)|Medikit]] is also essential to a Support, due to its abilities which allow it to serve as a specialized &#039;&#039;&#039;Field Medic&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Support Ability/Rank Tree&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&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Notes&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; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 1 smoke grenade +20 Defense || align=&amp;quot;center&amp;quot; | Allows unit to carry 1 smoke grenade - smoke cloud gives half cover (+20 Defense) to all units inside it; cloud lasts for 2 turns&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; | 3 extra tiles Movement || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &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; | Overwatch on enemy attacks || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Reaction fire can now be triggered by enemy fire, in addition to movement &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 3 use Medikit || align=&amp;quot;center&amp;quot; | Unit can use each Medikit 3 times&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; |  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 1 extra smoke grenade || align=&amp;quot;center&amp;quot; | Each equipment item slot can now carry 2 smoke grenades&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Revive&#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; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Improved unit heal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Medikits can revive critically injured soldiers at 33% of Health instead of just stabilizing them&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; | Unit can Surpress || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | -30 penalty Aim to target; will fire a reaction shot if target moves&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; | || align=&amp;quot;center&amp;quot; | +10 Critical Chance +20 Will || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |&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; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Larger cloud area +20 Defense || align=&amp;quot;center&amp;quot; |&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; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | 1 more item slot&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; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Improved unit heal || align=&amp;quot;center&amp;quot; | Medikits restore 4 more Health per use&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; | 2 shots on Overwatch || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Unit will reaction fire twice&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Support abilities upgrades are centered on medical, scout and sentry roles. &lt;br /&gt;
* A &#039;&#039;&#039;Field Medic&#039;&#039;&#039;  will be required for efficient Medikit use and to minimize injuries and recovery time, as well as creating smoke clouds containing &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; to enhance units stats. &lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; perk and additional smoke capacity are good for scouts. &lt;br /&gt;
* Support&#039;s two other specialized abilities are &#039;&#039;&#039;Rifle Suppress&#039;&#039;&#039;, allowing scouts or sentries to support attacks and &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; (making it the only class that can react to enemy fire on Overwatch). &lt;br /&gt;
* The bonus in stats gained through rank promotions will give the Support a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
==Psionic==&lt;br /&gt;
A Psionic is a late game class that appears once you tested your soldiers for psionic ability. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Psionic Ability/Rank Tree&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&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Notes&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Psionic   || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Deals 5 damage and causes penalties to Aim, mobility, and Will for 2 turns. 1 turn cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Specialist  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Removes Mindfray and Panic from all allies within 3 tiles, and strengthens their Will by +30 Will for 2 turns. 4 turn cooldown.&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; | Specialist || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Causes target to panic on its following turn, if the target&#039;s will is overcome. Robotic enemies are immune. 2 turn cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Operative || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Create an immobile telekinetic field that lasts through the enemy&#039;s turn. The field distorts and deflects incoming attacks, granting +40 defense to both allies and enemies in the field. 4 turn cooldown.&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; |  Operative || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]] - For a list of all abilities and ingame descriptions&lt;br /&gt;
* [[Soldiers (EU2012)#Ranks|Ranks]] - For detailed information on promotion skill bonuses&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]] - Explanation of the Action system&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]] - list of all XCOM weapons and equipment&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Sancus</name></author>
	</entry>
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