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	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T09:55:50Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectoid_(EU2012)&amp;diff=39947</id>
		<title>Sectoid (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectoid_(EU2012)&amp;diff=39947"/>
		<updated>2012-10-21T09:38:11Z</updated>

		<summary type="html">&lt;p&gt;Vyn: Reverted previous edit, apparently 1 damage is added to all iDamage figures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Sectoids are a small, grey alien race. They are usually the first alien species encountered in combat by XCOM&#039;s ground forces.&lt;br /&gt;
&lt;br /&gt;
Within the alien army the Sectoids fill the role of scientists and abductors. You will usually find them experimenting on prostrate humans during abduction missions.&lt;br /&gt;
&lt;br /&gt;
Sectoids are physically feeble. They cannot move very far and their lack of accuracy hints to their inability to handle recoil effectively. However, these little grey aliens are profficient in the use of deadly psionic powers. They use these psionic abilities to make their kinsmen far more deadly in combat or even to turn your soldiers into slaves to their will. This race prefers the use of wrist mounted plasma pistols.&lt;br /&gt;
&lt;br /&gt;
== Sectoid Soldier ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A common foe, these standard foot soldiers are often seen early on in the game during abduction missions and also staffing small UFOs. They have low health and accuracy but can psionically merge minds with their brethren to improve their health, accuracy and critical chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Soldier Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sectoid Pistol (EU2012)|Sectoid Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&amp;lt;br&amp;gt;Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sectoid Commander ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These elite leaders of the Sectoid race command some of the most powerful psionics seen in the game. They have far higher health than regular Sectoid infantry and their accuracy is also slightly better, though this is not what makes them dangerous. They possess the frightening ability to take control of one of your soldiers for about three turns. You can either run from the controlled soldier until he or she is released back into your control, kill the Sectoid commander to break the psionic link or, if in dire circumstances kill the captured soldier to ensure he is no longer a threat to your squad. They also use a more advanced version of the mind merge ability, providing the same bonuses except with slightly better benefits. Researching the creature&#039;s corpse allows access to the Psi Labs, through it you gain the ability to test your soldiers in Psionic aptitude. You may find Sectoid Commanders at the helm of bases or UFOs. (After the Outsider has been researched.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility and doing 5 base damage.  Lasts 2 turns, 1 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Very difficult psi technique that, if successful, grants control of the target for 3 turns. &lt;br /&gt;
* &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039;: Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Commander Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sectoid Pistol (EU2012)|Sectoid Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&amp;lt;br&amp;gt;Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid Commander (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vyn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectoid_(EU2012)&amp;diff=39946</id>
		<title>Sectoid (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectoid_(EU2012)&amp;diff=39946"/>
		<updated>2012-10-21T07:16:04Z</updated>

		<summary type="html">&lt;p&gt;Vyn: /* Sectoid Commander */ SectoidPlasmaPistol has iDamage=3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Sectoids are a small, grey alien race. They are usually the first alien species encountered in combat by XCOM&#039;s ground forces.&lt;br /&gt;
&lt;br /&gt;
Within the alien army the Sectoids fill the role of scientists and abductors. You will usually find them experimenting on prostrate humans during abduction missions.&lt;br /&gt;
&lt;br /&gt;
Sectoids are physically feeble. They cannot move very far and their lack of accuracy hints to their inability to handle recoil effectively. However, these little grey aliens are profficient in the use of deadly psionic powers. They use these psionic abilities to make their kinsmen far more deadly in combat or even to turn your soldiers into slaves to their will. This race prefers the use of wrist mounted plasma pistols.&lt;br /&gt;
&lt;br /&gt;
== Sectoid Soldier ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A common foe, these standard foot soldiers are often seen early on in the game during abduction missions and also staffing small UFOs. They have low health and accuracy but can psionically merge minds with their brethren to improve their health, accuracy and critical chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Soldier Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sectoid Pistol (EU2012)|Sectoid Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&amp;lt;br&amp;gt;Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sectoid Commander ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These elite leaders of the Sectoid race command some of the most powerful psionics seen in the game. They have far higher health than regular Sectoid infantry and their accuracy is also slightly better, though this is not what makes them dangerous. They possess the frightening ability to take control of one of your soldiers for about three turns. You can either run from the controlled soldier until he or she is released back into your control, kill the Sectoid commander to break the psionic link or, if in dire circumstances kill the captured soldier to ensure he is no longer a threat to your squad. They also use a more advanced version of the mind merge ability, providing the same bonuses except with slightly better benefits. Researching the creature&#039;s corpse allows access to the Psi Labs, through it you gain the ability to test your soldiers in Psionic aptitude. You may find Sectoid Commanders at the helm of bases or UFOs. (After the Outsider has been researched.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility and doing 5 base damage.  Lasts 2 turns, 1 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Very difficult psi technique that, if successful, grants control of the target for 3 turns. &lt;br /&gt;
* &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039;: Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Commander Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sectoid Pistol (EU2012)|Sectoid Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&amp;lt;br&amp;gt;Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid Commander (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vyn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectoid_(EU2012)&amp;diff=39945</id>
		<title>Sectoid (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectoid_(EU2012)&amp;diff=39945"/>
		<updated>2012-10-21T07:15:45Z</updated>

		<summary type="html">&lt;p&gt;Vyn: /* Sectoid Soldier */ SectoidPlasmaPistol has iDamage=3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Sectoids are a small, grey alien race. They are usually the first alien species encountered in combat by XCOM&#039;s ground forces.&lt;br /&gt;
&lt;br /&gt;
Within the alien army the Sectoids fill the role of scientists and abductors. You will usually find them experimenting on prostrate humans during abduction missions.&lt;br /&gt;
&lt;br /&gt;
Sectoids are physically feeble. They cannot move very far and their lack of accuracy hints to their inability to handle recoil effectively. However, these little grey aliens are profficient in the use of deadly psionic powers. They use these psionic abilities to make their kinsmen far more deadly in combat or even to turn your soldiers into slaves to their will. This race prefers the use of wrist mounted plasma pistols.&lt;br /&gt;
&lt;br /&gt;
== Sectoid Soldier ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A common foe, these standard foot soldiers are often seen early on in the game during abduction missions and also staffing small UFOs. They have low health and accuracy but can psionically merge minds with their brethren to improve their health, accuracy and critical chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Soldier Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sectoid Pistol (EU2012)|Sectoid Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&amp;lt;br&amp;gt;Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sectoid Commander ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These elite leaders of the Sectoid race command some of the most powerful psionics seen in the game. They have far higher health than regular Sectoid infantry and their accuracy is also slightly better, though this is not what makes them dangerous. They possess the frightening ability to take control of one of your soldiers for about three turns. You can either run from the controlled soldier until he or she is released back into your control, kill the Sectoid commander to break the psionic link or, if in dire circumstances kill the captured soldier to ensure he is no longer a threat to your squad. They also use a more advanced version of the mind merge ability, providing the same bonuses except with slightly better benefits. Researching the creature&#039;s corpse allows access to the Psi Labs, through it you gain the ability to test your soldiers in Psionic aptitude. You may find Sectoid Commanders at the helm of bases or UFOs. (After the Outsider has been researched.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility and doing 5 base damage.  Lasts 2 turns, 1 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Very difficult psi technique that, if successful, grants control of the target for 3 turns. &lt;br /&gt;
* &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039;: Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Commander Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sectoid Pistol (EU2012)|Sectoid Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&amp;lt;br&amp;gt;Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid Commander (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vyn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39821</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39821"/>
		<updated>2012-10-20T04:43:38Z</updated>

		<summary type="html">&lt;p&gt;Vyn: /* Heavy */ Noted shredder damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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.  There are five classes of XCOM soldiers present in the game. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +5 Defense per enemy in sight (max +20).&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +10% critical chance per enemy in sight (max +30%).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; Forces the first reaction shot against this unit each turn to miss.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; Adds 1 damage on critical hits for each enemy the squad can see (up to 5).  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers immunity to critical hits. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; Firing the primary weapon as the first action no longer ends the turn. 	&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; +100% to damage against robotic enemies.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows to carry 2 grenades in a single inventory slot.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; Increases hit area of rockets and suppression by 2 tiles.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Reduces all normal damage taken by 2 if in cover and not flanked.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional standard rocket to be fired per battle.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&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 Ammo&#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;
* The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; deals 4 damage as opposed to the regular rocket&#039;s 6 damage.&lt;br /&gt;
* The damage bonus for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; is applied to all of the Heavy&#039;s damaging attacks, be it regular shooting, grenades, rockets, or &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; deals 1 damage per tech level of the heavy&#039;s primary weapon, so the LMG will deal 1 damage, the heavy laser will do 2 damage, and the heavy plasma will dish out 3 damage.&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Allows firing at targets in any ally&#039;s sight radius.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers 2 bonus damage with pistols.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; &amp;lt;br/&amp;gt; Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10% Aim against targets with less than 50% Health.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; Makes partial cover count as full.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; Killing a flanked or uncovered target with the sniper srifle does not cost an action.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows both actions to be used for Standard Shot, Headshot,&amp;lt;!-- Yes, this comma is in the game =) --&amp;gt; or Disable Shot, provided no moves were made. 1 turn cooldown.&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;
** Battle Scanners do not seem to trigger alien &amp;quot;duck for cover&amp;quot; actions. --[[User:Lordofhyphens|Lordofhyphens]] 20:35, 17 October 2012 (EDT)&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the support to move 3 additional tiles.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows reaction shot to trigger on enemy attacks, not just movement.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows medikits to be used 3 times per battle instead of once.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional use of Smoke Grenade each mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers an additional item slot in inventory.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; Medikits restore 4 more health per use.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows two reaction shots during Overwatch, instead of only one.&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; &amp;lt;br/&amp;gt; Use psi abilites in combat to unlock further psi training. &amp;lt;br/&amp;gt; Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immunie. Lasts 2 turns. 1 turn cooldown.  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; &amp;lt;br/&amp;gt; Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Cause taret to panic on its following turn, if the target&#039;s&amp;lt;!-- Yes horrible spelling --&amp;gt; Will is overcome. Robotic enemies are immune. 2 turn coolown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Operative&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; &amp;lt;br/&amp;gt; Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; &amp;lt;br/&amp;gt; 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;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; will be centered on the psi user that created it, so it should be given to soldiers that will be near the front line.&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>Vyn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39820</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39820"/>
		<updated>2012-10-20T04:42:27Z</updated>

		<summary type="html">&lt;p&gt;Vyn: /* Heavy */ Moved editorial comment from table to the notes section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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.  There are five classes of XCOM soldiers present in the game. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +5 Defense per enemy in sight (max +20).&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +10% critical chance per enemy in sight (max +30%).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; Forces the first reaction shot against this unit each turn to miss.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; Adds 1 damage on critical hits for each enemy the squad can see (up to 5).  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers immunity to critical hits. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; Firing the primary weapon as the first action no longer ends the turn. 	&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; +100% to damage against robotic enemies.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows to carry 2 grenades in a single inventory slot.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; Increases hit area of rockets and suppression by 2 tiles.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Reduces all normal damage taken by 2 if in cover and not flanked.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional standard rocket to be fired per battle.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&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 Ammo&#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;
* The damage bonus for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; is applied to all of the Heavy&#039;s damaging attacks, be it regular shooting, grenades, rockets, or &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; deals 1 damage per tech level of the heavy&#039;s primary weapon, so the LMG will deal 1 damage, the heavy laser will do 2 damage, and the heavy plasma will dish out 3 damage.&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Allows firing at targets in any ally&#039;s sight radius.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers 2 bonus damage with pistols.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; &amp;lt;br/&amp;gt; Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10% Aim against targets with less than 50% Health.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; Makes partial cover count as full.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; Killing a flanked or uncovered target with the sniper srifle does not cost an action.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows both actions to be used for Standard Shot, Headshot,&amp;lt;!-- Yes, this comma is in the game =) --&amp;gt; or Disable Shot, provided no moves were made. 1 turn cooldown.&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;
** Battle Scanners do not seem to trigger alien &amp;quot;duck for cover&amp;quot; actions. --[[User:Lordofhyphens|Lordofhyphens]] 20:35, 17 October 2012 (EDT)&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the support to move 3 additional tiles.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows reaction shot to trigger on enemy attacks, not just movement.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows medikits to be used 3 times per battle instead of once.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional use of Smoke Grenade each mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers an additional item slot in inventory.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; Medikits restore 4 more health per use.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows two reaction shots during Overwatch, instead of only one.&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; &amp;lt;br/&amp;gt; Use psi abilites in combat to unlock further psi training. &amp;lt;br/&amp;gt; Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immunie. Lasts 2 turns. 1 turn cooldown.  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; &amp;lt;br/&amp;gt; Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Cause taret to panic on its following turn, if the target&#039;s&amp;lt;!-- Yes horrible spelling --&amp;gt; Will is overcome. Robotic enemies are immune. 2 turn coolown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Operative&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; &amp;lt;br/&amp;gt; Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; &amp;lt;br/&amp;gt; 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;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; will be centered on the psi user that created it, so it should be given to soldiers that will be near the front line.&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>Vyn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(EU2012)&amp;diff=39674</id>
		<title>Soldiers (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(EU2012)&amp;diff=39674"/>
		<updated>2012-10-19T09:31:37Z</updated>

		<summary type="html">&lt;p&gt;Vyn: /* Ranks */ Removed incorrect statement on willpower&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sniper Colonel (EU2012).jpg|400px|thumb|right|A Sniper Colonel hero unit]]&lt;br /&gt;
&#039;&#039;Soldiers are your most important and valuable unit in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; and their death on the battlefield is permanent. Soldiers have distinct classes and their status can be checked at [[XCOM HQ (2012)|XCOM HQ]]&#039;s [[Barracks (EU2012)|Barracks]] facility, where you can also hire new soldiers. They can be equipped with the latest available [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)|equipment]]. Soldiers may also be assigned to the [[OTS (EU2012)|Officer Training School]] in order to progress in rank and gain specific squad abilities. It is also possible to customize your soldiers&#039; name, call sign and physical appearance.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
You may increase your combat troops through the following:&lt;br /&gt;
* By hiring them through the Barracks facilities (and sacking them as well). &lt;br /&gt;
* By receiving soldiers of specific rank/class as a Funding Council reward for the completion of specific combat missions. You get to select how they skill up.&lt;br /&gt;
* Finally there are also &#039;XCOM [[Hero (EU2012)|heroes]]&#039; - those are beefed up soldiers you can unlock as an Easter Egg but unlocking  will disable the achievement score. &lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Status===&lt;br /&gt;
* Status&lt;br /&gt;
** Active&lt;br /&gt;
** On Mission&lt;br /&gt;
** Wounded&lt;br /&gt;
** Gravely Wounded&lt;br /&gt;
** Tired&lt;br /&gt;
** Exhausted&lt;br /&gt;
** KIA&lt;br /&gt;
** Psionic Testing&lt;br /&gt;
* Number of Missions&lt;br /&gt;
* Number of Kills&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Customizable ===&lt;br /&gt;
* First and Last Name&lt;br /&gt;
* Nickname (earned at Sergeant rank)&lt;br /&gt;
* Race, Voice, Head, Skin Color, Hair, Hair Color and Facial Hair&lt;br /&gt;
* Armor Appearance and Color (Pre-Order perk)&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Locked ===&lt;br /&gt;
* Gender (Male/Female)&lt;br /&gt;
* Rank (see below)&lt;br /&gt;
* [[Soldiers (EU2012)#Nationality|Country]]&lt;br /&gt;
* [[Classes (EU2012)|Class]]&lt;br /&gt;
* [[Stats (EU2012)|Stats]]&lt;br /&gt;
** Attack&lt;br /&gt;
** Defense&lt;br /&gt;
** Will&lt;br /&gt;
** Aim&lt;br /&gt;
** Mobility&lt;br /&gt;
** Other&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
=== Nationality ===&lt;br /&gt;
[[image:Flag_of_Argentina_(bordered).png|40px| Argentina]]&lt;br /&gt;
[[image:Flag_of_Australia.png|40px|            Australia]] &lt;br /&gt;
[[image:Flag_of_Belgium.png||40px|              Belgium]] &lt;br /&gt;
[[image:Flag_of_Brazil.png|40px|               Brazil]] &lt;br /&gt;
[[image:Flag_of_Canada.png|40px|               Canada]] &lt;br /&gt;
[[image:Flag_of_China.png|40px|                China]]&lt;br /&gt;
[[image:Flag_of_Egypt.png|40px|                Egypt]]&lt;br /&gt;
[[image:Flag_of_France.png|40px|               France]]&lt;br /&gt;
[[image:Flag_of_Germany.png|40px|              Germany]]&lt;br /&gt;
[[image:Flag_of_Greece.png|40px|               Greece]]&lt;br /&gt;
[[image:Flag_of_ India.png|40px|               India]]&lt;br /&gt;
[[image:Flag_of_ Ireland.png|40px|             Ireland]]&lt;br /&gt;
[[image:Flag_of_Israel.png|40px|               Israel]]&lt;br /&gt;
[[image:Flag_of_Italy.png|40px|                Italy]]&lt;br /&gt;
[[image:Flag_of_Japan.png|40px|                Japan]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[image:Flag_of_Mexico.png|40px|               Mexico]]&lt;br /&gt;
[[image:Flag_of_Netherlands.png|40px|          Netherlands]]&lt;br /&gt;
[[image:Flag_of_Nigeria.png|40px|              Nigeria]]&lt;br /&gt;
[[image:Flag_of_Norway.png|40px|               Norway]]&lt;br /&gt;
[[image:Flag_of_Russia.png|40px|               Russia]]&lt;br /&gt;
[[image:Flag_of_Saudi_Arabia.png|40px|         Saudi Arabia]]&lt;br /&gt;
[[image:Flag_of_Scotland.png|40px|             Scotland]]&lt;br /&gt;
[[image:Flag_of_South_Africa.png|40px|         South Africa]]&lt;br /&gt;
[[image:Flag_of_South_Korea.png|40px|          South Korea]]&lt;br /&gt;
[[image:Flag_of_Spain.png|40px|                Spain]]&lt;br /&gt;
[[image:Flag_of_Sweden.png|40px|               Sweden]]&lt;br /&gt;
[[image:Flag_of_UK.png|40px|                   United Kingdom]]&lt;br /&gt;
[[image:Flag_of_Ukraine.png|40px|              Ukraine]]&lt;br /&gt;
[[image:Flag_of_USA.png|40px|                  USA]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Point on flag for country name.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
All soldiers start as rookies with their [[Classes (EU2012)|class]] being only revealed after he/she is promoted to Squaddie and have their stats upgraded according to their class. Each class has unique [[Abilities_(EU2012)|abilities]], and will receive specific stat bonuses upon promotion but will also have specific stat limitations and/or restrictions on weapons/equipment they can carry. Generally, each promotion will require you to choose from one of two perks available to the class at that rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Class Comparison&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Class !! Description !! Move and Fire !! Firepower !! Aim !! Critical Hit Chance !! Primary Ability !! Primary Weapon&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rookie&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Basic unit || align=&amp;quot;center&amp;quot; | Yes||  align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | [[Assault Rifle (EU2012)|Assault Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Assault&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Close combat unit || align=&amp;quot;center&amp;quot; | Yes || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | Run &amp;amp; Gun ||align=&amp;quot;center&amp;quot; | [[Shotgun (EU2012)|Shotgun]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | High-caliber and explosive firepower || align=&amp;quot;center&amp;quot; | Yes || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Rocket Launcher || align=&amp;quot;center&amp;quot; | [[LMG (EU2012)|LMG]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Long-range accurate fire || align=&amp;quot;center&amp;quot; | No || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | Headshot ||align=&amp;quot;center&amp;quot; | [[Sniper Rifle (EU2012)|Sniper Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Support&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Jack of all trades || align=&amp;quot;center&amp;quot; | Yes||  align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Smoke Grenade || align=&amp;quot;center&amp;quot; | [[Assault Rifle (EU2012)|Assault Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psionic*&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Mental powers || align=&amp;quot;center&amp;quot; | * ||  align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | *&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Psionic class is a sub-class build from existing soldiers so it&#039;s stats will be based on the starting class.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further information about each class may be found on the [[Classes (EU2012)|Classes]] page.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
Each soldier also has a rank, starting as a rookie. As he/she progresses through the ranks, the soldier gains additional combat abilities and stat bonuses. Attaining certain officer ranks unlocks improvements that can be purchased through the [[Officer Training School (EU2012)|Officer Training School]] (first available at Sergeant). Each class receives specific stat bonuses upon each rank-up: [[Abilities (EU2012)|Abilities]], HP, Aim, and Will. Newly-hired Rookies&#039; stats start at the following base values:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=&amp;quot;75px&amp;quot; | Rookie !! width=&amp;quot;75px&amp;quot; | Easy !! width=&amp;quot;75px&amp;quot; | Normal !! width=&amp;quot;75px&amp;quot; | Classic !! width=&amp;quot;75px&amp;quot; | Impossible&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Health&#039;&#039;&#039; || 6 || 5 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Will&#039;&#039;&#039; || 40 || 40 || 40 || 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense&amp;lt;br&amp;gt;Aim&#039;&#039;&#039; || 65 || 65 || 65 || 65&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense&#039;&#039;&#039; || 0 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a rookie is promoted, they then get the following stat bonuses:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Class, Rank and Stats Bonuses&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Class !! [[File:Squaddie icon.jpg|20px]] Squaddie !! [[File:Corporal icon.jpg|18px]] Corporal !! [[File:Sergeant (EU2012).jpg|25px]] Sergeant !! [[File:Lieutenant (EU2012).jpg|20px]] Lieutenant !! [[File:Captain (EU2012).jpg|25px]] Captain !! [[File:Major (EU2012).jpg|20px]] Major !! [[File:Colonel (EU2012).jpg|25px]] Colonel !! Total&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Assault&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 4&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 24&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 4&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 7&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 3&amp;lt;br&amp;gt;Aim + 40&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Support&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 25&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to the fixed stat bonuses above, there is a random 0-4 bonus for willpower at each level. If the Iron Will upgrade was purchased at the Foundry, another 2-6 willpower can be gained on top that too.&lt;br /&gt;
&lt;br /&gt;
==Abilities/Perks==&lt;br /&gt;
Perks are special [[Abilities (EU2012)|abilities]] given to specific classes or the entire squad. They can be acquired through the following:&lt;br /&gt;
* Soldier can choose between two specific class abilities upon promotion (exclusively)&lt;br /&gt;
* Purchased through the Officer Training School (require presence of high rank officer(s)) &lt;br /&gt;
* Equipment, research, and upgrades may also provide additional abilities for your squad.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Stats (EU2012)|Stats]]&lt;br /&gt;
&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
* [[Abilities (EU2012)|List of all Abilities]]&lt;br /&gt;
&lt;br /&gt;
* [[Equipment (EU2012)|General Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vyn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(EU2012)&amp;diff=39673</id>
		<title>Soldiers (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(EU2012)&amp;diff=39673"/>
		<updated>2012-10-19T09:24:15Z</updated>

		<summary type="html">&lt;p&gt;Vyn: /* Ranks */ Added note on randomized willpower gains&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sniper Colonel (EU2012).jpg|400px|thumb|right|A Sniper Colonel hero unit]]&lt;br /&gt;
&#039;&#039;Soldiers are your most important and valuable unit in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; and their death on the battlefield is permanent. Soldiers have distinct classes and their status can be checked at [[XCOM HQ (2012)|XCOM HQ]]&#039;s [[Barracks (EU2012)|Barracks]] facility, where you can also hire new soldiers. They can be equipped with the latest available [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)|equipment]]. Soldiers may also be assigned to the [[OTS (EU2012)|Officer Training School]] in order to progress in rank and gain specific squad abilities. It is also possible to customize your soldiers&#039; name, call sign and physical appearance.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
You may increase your combat troops through the following:&lt;br /&gt;
* By hiring them through the Barracks facilities (and sacking them as well). &lt;br /&gt;
* By receiving soldiers of specific rank/class as a Funding Council reward for the completion of specific combat missions. You get to select how they skill up.&lt;br /&gt;
* Finally there are also &#039;XCOM [[Hero (EU2012)|heroes]]&#039; - those are beefed up soldiers you can unlock as an Easter Egg but unlocking  will disable the achievement score. &lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Status===&lt;br /&gt;
* Status&lt;br /&gt;
** Active&lt;br /&gt;
** On Mission&lt;br /&gt;
** Wounded&lt;br /&gt;
** Gravely Wounded&lt;br /&gt;
** Tired&lt;br /&gt;
** Exhausted&lt;br /&gt;
** KIA&lt;br /&gt;
** Psionic Testing&lt;br /&gt;
* Number of Missions&lt;br /&gt;
* Number of Kills&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Customizable ===&lt;br /&gt;
* First and Last Name&lt;br /&gt;
* Nickname (earned at Sergeant rank)&lt;br /&gt;
* Race, Voice, Head, Skin Color, Hair, Hair Color and Facial Hair&lt;br /&gt;
* Armor Appearance and Color (Pre-Order perk)&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Locked ===&lt;br /&gt;
* Gender (Male/Female)&lt;br /&gt;
* Rank (see below)&lt;br /&gt;
* [[Soldiers (EU2012)#Nationality|Country]]&lt;br /&gt;
* [[Classes (EU2012)|Class]]&lt;br /&gt;
* [[Stats (EU2012)|Stats]]&lt;br /&gt;
** Attack&lt;br /&gt;
** Defense&lt;br /&gt;
** Will&lt;br /&gt;
** Aim&lt;br /&gt;
** Mobility&lt;br /&gt;
** Other&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
=== Nationality ===&lt;br /&gt;
[[image:Flag_of_Argentina_(bordered).png|40px| Argentina]]&lt;br /&gt;
[[image:Flag_of_Australia.png|40px|            Australia]] &lt;br /&gt;
[[image:Flag_of_Belgium.png||40px|              Belgium]] &lt;br /&gt;
[[image:Flag_of_Brazil.png|40px|               Brazil]] &lt;br /&gt;
[[image:Flag_of_Canada.png|40px|               Canada]] &lt;br /&gt;
[[image:Flag_of_China.png|40px|                China]]&lt;br /&gt;
[[image:Flag_of_Egypt.png|40px|                Egypt]]&lt;br /&gt;
[[image:Flag_of_France.png|40px|               France]]&lt;br /&gt;
[[image:Flag_of_Germany.png|40px|              Germany]]&lt;br /&gt;
[[image:Flag_of_Greece.png|40px|               Greece]]&lt;br /&gt;
[[image:Flag_of_ India.png|40px|               India]]&lt;br /&gt;
[[image:Flag_of_ Ireland.png|40px|             Ireland]]&lt;br /&gt;
[[image:Flag_of_Israel.png|40px|               Israel]]&lt;br /&gt;
[[image:Flag_of_Italy.png|40px|                Italy]]&lt;br /&gt;
[[image:Flag_of_Japan.png|40px|                Japan]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[image:Flag_of_Mexico.png|40px|               Mexico]]&lt;br /&gt;
[[image:Flag_of_Netherlands.png|40px|          Netherlands]]&lt;br /&gt;
[[image:Flag_of_Nigeria.png|40px|              Nigeria]]&lt;br /&gt;
[[image:Flag_of_Norway.png|40px|               Norway]]&lt;br /&gt;
[[image:Flag_of_Russia.png|40px|               Russia]]&lt;br /&gt;
[[image:Flag_of_Saudi_Arabia.png|40px|         Saudi Arabia]]&lt;br /&gt;
[[image:Flag_of_Scotland.png|40px|             Scotland]]&lt;br /&gt;
[[image:Flag_of_South_Africa.png|40px|         South Africa]]&lt;br /&gt;
[[image:Flag_of_South_Korea.png|40px|          South Korea]]&lt;br /&gt;
[[image:Flag_of_Spain.png|40px|                Spain]]&lt;br /&gt;
[[image:Flag_of_Sweden.png|40px|               Sweden]]&lt;br /&gt;
[[image:Flag_of_UK.png|40px|                   United Kingdom]]&lt;br /&gt;
[[image:Flag_of_Ukraine.png|40px|              Ukraine]]&lt;br /&gt;
[[image:Flag_of_USA.png|40px|                  USA]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Point on flag for country name.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
All soldiers start as rookies with their [[Classes (EU2012)|class]] being only revealed after he/she is promoted to Squaddie and have their stats upgraded according to their class. Each class has unique [[Abilities_(EU2012)|abilities]], and will receive specific stat bonuses upon promotion but will also have specific stat limitations and/or restrictions on weapons/equipment they can carry. Generally, each promotion will require you to choose from one of two perks available to the class at that rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Class Comparison&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Class !! Description !! Move and Fire !! Firepower !! Aim !! Critical Hit Chance !! Primary Ability !! Primary Weapon&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rookie&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Basic unit || align=&amp;quot;center&amp;quot; | Yes||  align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | [[Assault Rifle (EU2012)|Assault Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Assault&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Close combat unit || align=&amp;quot;center&amp;quot; | Yes || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | Run &amp;amp; Gun ||align=&amp;quot;center&amp;quot; | [[Shotgun (EU2012)|Shotgun]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | High-caliber and explosive firepower || align=&amp;quot;center&amp;quot; | Yes || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Rocket Launcher || align=&amp;quot;center&amp;quot; | [[LMG (EU2012)|LMG]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Long-range accurate fire || align=&amp;quot;center&amp;quot; | No || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | Headshot ||align=&amp;quot;center&amp;quot; | [[Sniper Rifle (EU2012)|Sniper Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Support&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Jack of all trades || align=&amp;quot;center&amp;quot; | Yes||  align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Smoke Grenade || align=&amp;quot;center&amp;quot; | [[Assault Rifle (EU2012)|Assault Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psionic*&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Mental powers || align=&amp;quot;center&amp;quot; | * ||  align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | *&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Psionic class is a sub-class build from existing soldiers so it&#039;s stats will be based on the starting class.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further information about each class may be found on the [[Classes (EU2012)|Classes]] page.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
Each soldier also has a rank, starting as a rookie. As he/she progresses through the ranks, the soldier gains additional combat abilities and stat bonuses. Attaining certain officer ranks unlocks improvements that can be purchased through the [[Officer Training School (EU2012)|Officer Training School]] (first available at Sergeant). Each class receives specific stat bonuses upon each rank-up: [[Abilities (EU2012)|Abilities]], HP, Aim, and Will. Newly-hired Rookies&#039; stats start at the following base values:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! width=&amp;quot;75px&amp;quot; | Rookie !! width=&amp;quot;75px&amp;quot; | Easy !! width=&amp;quot;75px&amp;quot; | Normal !! width=&amp;quot;75px&amp;quot; | Classic !! width=&amp;quot;75px&amp;quot; | Impossible&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Health&#039;&#039;&#039; || 6 || 5 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Will&#039;&#039;&#039; || 40 || 40 || 40 || 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense&amp;lt;br&amp;gt;Aim&#039;&#039;&#039; || 65 || 65 || 65 || 65&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense&#039;&#039;&#039; || 0 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a rookie is promoted, they then get the following stat bonuses (Note that rewarded soldiers from missions may have different stats, especially Will):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Class, Rank and Stats Bonuses&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Class !! [[File:Squaddie icon.jpg|20px]] Squaddie !! [[File:Corporal icon.jpg|18px]] Corporal !! [[File:Sergeant (EU2012).jpg|25px]] Sergeant !! [[File:Lieutenant (EU2012).jpg|20px]] Lieutenant !! [[File:Captain (EU2012).jpg|25px]] Captain !! [[File:Major (EU2012).jpg|20px]] Major !! [[File:Colonel (EU2012).jpg|25px]] Colonel !! Total&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Assault&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 4&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 24&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 4&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 7&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 3&amp;lt;br&amp;gt;Aim + 40&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Support&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 25&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to the fixed stat bonuses above, there is a random 0-4 bonus for willpower at each level. If the Iron Will upgrade was purchased at the Foundry, another 2-6 willpower can be gained on top that too.&lt;br /&gt;
&lt;br /&gt;
==Abilities/Perks==&lt;br /&gt;
Perks are special [[Abilities (EU2012)|abilities]] given to specific classes or the entire squad. They can be acquired through the following:&lt;br /&gt;
* Soldier can choose between two specific class abilities upon promotion (exclusively)&lt;br /&gt;
* Purchased through the Officer Training School (require presence of high rank officer(s)) &lt;br /&gt;
* Equipment, research, and upgrades may also provide additional abilities for your squad.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Stats (EU2012)|Stats]]&lt;br /&gt;
&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
* [[Abilities (EU2012)|List of all Abilities]]&lt;br /&gt;
&lt;br /&gt;
* [[Equipment (EU2012)|General Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vyn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39588</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39588"/>
		<updated>2012-10-18T05:13:32Z</updated>

		<summary type="html">&lt;p&gt;Vyn: /* Psionic */ Added note on TK field&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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.  There are five classes of XCOM soldiers present in the game. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +5 Defense per enemy in sight (max +20).&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +10% critical chance per enemy in sight (max +30%).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; Forces the first reaction shot against this unit each turn to miss.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; Adds 1 damage on critical hits for each enemy the squad can see (up to 5).  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers immunity to critical hits. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; Firing the primary weapon as the first action no longer ends the turn. 	&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; +100% to damage against robotic enemies.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows to carry 2 grenades in a single inventory slot.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; Increases hit area of rockets and suppression by 2 tiles.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Reduces all normal damage taken by 2 if in cover and not flanked.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional standard rocket to be fired per battle.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers additional damage based on weapon tech level to Suppression and all area-effect abilities (1 damage per 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 Ammo&#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;
* The damage bonus for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; is applied to all of the Heavy&#039;s damaging attacks, be it regular shooting, grenades, rockets, or &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Allows firing at targets in any ally&#039;s sight radius.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers 2 bonus damage with pistols.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; &amp;lt;br/&amp;gt; Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10% Aim against targets with less than 50% Health.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; Makes partial cover count as full.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; Killing a flanked or uncovered target with the sniper srifle does not cost an action.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows both actions to be used for Standard Shot, Headshot,&amp;lt;!-- Yes, this comma is in the game =) --&amp;gt; or Disable Shot, provided no moves were made. 1 turn cooldown.&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;
** Battle Scanners do not seem to trigger alien &amp;quot;duck for cover&amp;quot; actions. --[[User:Lordofhyphens|Lordofhyphens]] 20:35, 17 October 2012 (EDT)&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the support to move 3 additional tiles.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows reaction shot to trigger on enemy attacks, not just movement.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows medikits to be used 3 times per battle instead of once.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional use of Smoke Grenade each mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers an additional item slot in inventory.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; Medikits restore 4 more health per use.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows two reaction shots during Overwatch, instead of only one.&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; &amp;lt;br/&amp;gt; Use psi abilites in combat to unlock further psi training. &amp;lt;br/&amp;gt; Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immunie. Lasts 2 turns. 1 turn cooldown.  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; &amp;lt;br/&amp;gt; Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Cause taret to panic on its following turn, if the target&#039;s&amp;lt;!-- Yes horrible spelling --&amp;gt; Will is overcome. Robotic enemies are immune. 2 turn coolown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Operative&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; &amp;lt;br/&amp;gt; Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; &amp;lt;br/&amp;gt; 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;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; will be centered on the psi user that created it, so it should be given to soldiers that will be near the front line.&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>Vyn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39587</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39587"/>
		<updated>2012-10-18T05:01:54Z</updated>

		<summary type="html">&lt;p&gt;Vyn: /* Heavy */ Moved editorial comment from table to the notes section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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.  There are five classes of XCOM soldiers present in the game. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +5 Defense per enemy in sight (max +20).&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +10% critical chance per enemy in sight (max +30%).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; Forces the first reaction shot against this unit each turn to miss.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; Adds 1 damage on critical hits for each enemy the squad can see (up to 5).  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers immunity to critical hits. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; Firing the primary weapon as the first action no longer ends the turn. 	&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; +100% to damage against robotic enemies.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows to carry 2 grenades in a single inventory slot.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; Increases hit area of rockets and suppression by 2 tiles.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Reduces all normal damage taken by 2 if in cover and not flanked.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional standard rocket to be fired per battle.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers additional damage based on weapon tech level to Suppression and all area-effect abilities (1 damage per 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 Ammo&#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;
* The damage bonus for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; is applied to all of the Heavy&#039;s damaging attacks, be it regular shooting, grenades, rockets, or &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Allows firing at targets in any ally&#039;s sight radius.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers 2 bonus damage with pistols.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; &amp;lt;br/&amp;gt; Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10% Aim against targets with less than 50% Health.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; Makes partial cover count as full.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; Killing a flanked or uncovered target with the sniper srifle does not cost an action.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows both actions to be used for Standard Shot, Headshot,&amp;lt;!-- Yes, this comma is in the game =) --&amp;gt; or Disable Shot, provided no moves were made. 1 turn cooldown.&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;
** Battle Scanners do not seem to trigger alien &amp;quot;duck for cover&amp;quot; actions. --[[User:Lordofhyphens|Lordofhyphens]] 20:35, 17 October 2012 (EDT)&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the support to move 3 additional tiles.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows reaction shot to trigger on enemy attacks, not just movement.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows medikits to be used 3 times per battle instead of once.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional use of Smoke Grenade each mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers an additional item slot in inventory.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; Medikits restore 4 more health per use.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows two reaction shots during Overwatch, instead of only one.&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; &amp;lt;br/&amp;gt; Use psi abilites in combat to unlock further psi training. &amp;lt;br/&amp;gt; Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immunie. Lasts 2 turns. 1 turn cooldown.  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; &amp;lt;br/&amp;gt; Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Cause taret to panic on its following turn, if the target&#039;s&amp;lt;!-- Yes horrible spelling --&amp;gt; Will is overcome. Robotic enemies are immune. 2 turn coolown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Operative&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; &amp;lt;br/&amp;gt; Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; &amp;lt;br/&amp;gt; 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;
&#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>Vyn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39586</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39586"/>
		<updated>2012-10-18T04:59:44Z</updated>

		<summary type="html">&lt;p&gt;Vyn: /* Heavy */ Copy edit for consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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.  There are five classes of XCOM soldiers present in the game. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +5 Defense per enemy in sight (max +20).&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +10% critical chance per enemy in sight (max +30%).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; Forces the first reaction shot against this unit each turn to miss.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; Adds 1 damage on critical hits for each enemy the squad can see (up to 5).  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers immunity to critical hits. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; Firing the primary weapon as the first action no longer ends the turn. 	&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; +100% to damage against robotic enemies. (for all attacks)&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows to carry 2 grenades in a single inventory slot.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; Increases hit area of rockets and suppression by 2 tiles.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Reduces all normal damage taken by 2 if in cover and not flanked.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional standard rocket to be fired per battle.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers additional damage based on weapon tech level to Suppression and all area-effect abilities (1 damage per 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 Ammo&#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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Allows firing at targets in any ally&#039;s sight radius.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers 2 bonus damage with pistols.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; &amp;lt;br/&amp;gt; Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10% Aim against targets with less than 50% Health.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; Makes partial cover count as full.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; Killing a flanked or uncovered target with the sniper srifle does not cost an action.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows both actions to be used for Standard Shot, Headshot,&amp;lt;!-- Yes, this comma is in the game =) --&amp;gt; or Disable Shot, provided no moves were made. 1 turn cooldown.&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;
** Battle Scanners do not seem to trigger alien &amp;quot;duck for cover&amp;quot; actions. --[[User:Lordofhyphens|Lordofhyphens]] 20:35, 17 October 2012 (EDT)&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the support to move 3 additional tiles.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows reaction shot to trigger on enemy attacks, not just movement.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows medikits to be used 3 times per battle instead of once.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional use of Smoke Grenade each mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers an additional item slot in inventory.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; Medikits restore 4 more health per use.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows two reaction shots during Overwatch, instead of only one.&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;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; &amp;lt;br/&amp;gt; Use psi abilites in combat to unlock further psi training. &amp;lt;br/&amp;gt; Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immunie. Lasts 2 turns. 1 turn cooldown.  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; &amp;lt;br/&amp;gt; Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Cause taret to panic on its following turn, if the target&#039;s&amp;lt;!-- Yes horrible spelling --&amp;gt; Will is overcome. Robotic enemies are immune. 2 turn coolown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Operative&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; &amp;lt;br/&amp;gt; Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; &amp;lt;br/&amp;gt; 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;
&#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>Vyn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Vyn&amp;diff=39481</id>
		<title>User talk:Vyn</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Vyn&amp;diff=39481"/>
		<updated>2012-10-17T15:41:49Z</updated>

		<summary type="html">&lt;p&gt;Vyn: /* Class table layout */ Reply to Kokkan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class table layout ==&lt;br /&gt;
Hi Vyn, nice work with the table on class abilities. Might I make a suggestion though?&lt;br /&gt;
&lt;br /&gt;
This layout is a lot easier to read, and the wiki code is clearer. Also lets try and use the internal styling as much as possible instead of styling each page or element.&lt;br /&gt;
What do you think? --[[User:Kokkan|Kokkan]] 08:58, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Also, perhaps these should go on the [[Classes (EU2012)|Classes]] page instead of the ability list page. --[[User:Kokkan|Kokkan]] 09:27, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Classes (EU2012)#Assault|Assault]] Abilties&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think anything is better than the original linear list. The styling is purely experimental; it just felt like the skill names were sinking into the background if I didn&#039;t highlight them, but this is not something I have a strong opinion about. We can run with your table if that will get the abilities list cleaned up. [[User:Vyn|Vyn]] 11:41, 17 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Vyn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=39442</id>
		<title>Abilities (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=39442"/>
		<updated>2012-10-17T10:48:22Z</updated>

		<summary type="html">&lt;p&gt;Vyn: /* Class &amp;amp; Rank Abilities */ Converted support ability table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your soldiers&#039; actions on the battlefield can influenced by their individual &#039;&#039;&#039;Abilities&#039;&#039;&#039; (a.k.a. perks), which are given by their [[Soldiers (EU2012)#Rank|rank]], [[Classes (EU2012)|class]], [[Equipment (EU2012)|equipment]] and/or perks purchased through the Officer Training School. In addition, the [[Alien Life Forms (EU2012)|Aliens]] (and civilians) also share some of those abilities while possessing unique skills of their own.&lt;br /&gt;
&lt;br /&gt;
A list of all abilities can be found below, with their in-game descriptions. More information about &#039;&#039;&#039;Abilities&#039;&#039;&#039; and their uses can be found on the links on top of each category. &lt;br /&gt;
&lt;br /&gt;
==Class &amp;amp; Rank Abilities==&lt;br /&gt;
These are special perks available to each class and rank. Up reaching a certain rank a soldier has to choose exclusively between two abilities. Click on each column to sort contents alphabetically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Classes (EU2012)#Assault|Assault]] Abilties&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Classes (EU2012)#Heavy|Heavy]] Abilities&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;+100% to damage against robotic enemies. (for all attacks)&#039;&#039;&lt;br /&gt;
| &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities. (1 damage per tech level)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Classes (EU2012)#Sniper|Sniper]] Abilities&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Allows firing at targets in any ally&#039;s sight radius.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Confers 2 bonus damage with pistols.&#039;&#039;&lt;br /&gt;
| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty&#039;&#039;&lt;br /&gt;
| &#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Classes (EU2012)#Support|Support]] Abilities&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Allows the support to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Allows medikits to be used 3 times per battle instead of once.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Allows 1 additional use of Smoke Grenade each mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Revive&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;Confers an additional item slot in inventory.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Medikits restore 4 more health per use.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Psionic|Psionic]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Psionically assisting an ally, granting the ally an array of stat bonuses.&#039;&#039; - Very likely an ability restricted to aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; || | Unknown  || align=&amp;quot;center&amp;quot; | &#039;&#039;Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; || | Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting 40 Defense to both allies and enemies within the field. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by ??? for ??? turns. 4 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Cause target to panic on its following turn, if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;  | Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. 5 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rift&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer Training School Abilities==&lt;br /&gt;
These abilities can be obtained/purchased through building an [[OTS (EU2012)|Officer Training School]]. They have a monetary cost and require specific ranks to be purchased/activated.&lt;br /&gt;
&lt;br /&gt;
{{:Officer Training School (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==Equipment Abilities==&lt;br /&gt;
These are specific abilities provided by the presence or use of selected [[Equipment (EU2012)#Portable Equipment|equipment]] or other game features (terrain).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Equipment (EU2012)|Equipment]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Requirement &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heal Wound&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Medikit (EU2012)|Medikit]] || align=&amp;quot;center&amp;quot; | Use the Medikit to heal up to 4 Health Points (or more if the soldier is a properly trained Support class.)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grapple Hook&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Skeleton Suit (EU2012)|Skeleton Suit]]&amp;lt;br&amp;gt;[[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | Use the grappling hook to reach high locations.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stealth&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;The Ghost Armor&#039;s stealth systems can be activated up to 4 times per battle. Activating Ghost Mode does not cost an action or end the wearer&#039;s turn. The wearer becomes invisible to enemies, but must re-activate Ghost Mode each turn to remain so. Firing from stealth confers a large bonus to critical hit chance.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Arc Thrower (EU2012)|Arc Thrower]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Can incapacitate enemy targets within a range of 2. Higher chance if the target&#039;s health is at 3 HP or below. &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Combat Stims (EU2012)|Combat Stims]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Use combat stimulants to temporarily increase soldier&#039;s stats.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Elevated Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Terrain || align=&amp;quot;center&amp;quot; | &#039;&#039;All units receive offensive bonuses against enemies on lower ground.&#039;&#039; - Also shared with aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Airborne&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; - Also shared with flying aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Evasion&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Enemies targeting this unit when it is airborne suffer a -10% Aim penalty.&#039;&#039; - Also shared with flying aliens.  Stacks with penalties for enemy being higher.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hardened&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&amp;quot;&#039;&#039;. Also shared with some aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Robotic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | Robotic units are immune to Psi and poison attacks. Also shared with some aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Immunity&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Titan Armor (EU2012)|Titan Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Unit is immune to Poison attacks and effects.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unique [[Alien Life Form (EU2012)|Alien]] Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Species&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Melee Only&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] &amp;lt;br&amp;gt; [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | Unit may not use ranged weapons. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ready For Anything&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows Overwatch after shooting, even if no actions remain.&#039;&#039; - Reported in the demo. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectoid Commander (EU2012)|Sectoid Commander]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Merge minds with all lesser allies of the same species nearby, granting them +??? critical chance and +??? health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heat Wave&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one action to warm up.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Drain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Drain health from an ally.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Repair&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Switch to closed mode for increased defense. Allows Death Blossom attack.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blood Call&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Intimidate&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bloodlust&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bull Rush&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Death Blossom&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Launch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Floater (EU2012)|Floater]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bombard&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Leap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Spit&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Poison enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Implant&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Head Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Civilian (EU2012)|Civilian]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Destroy Terrain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Destroy Terrain or other environmental annoyances at will.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Vengeance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | All aliens? || align=&amp;quot;center&amp;quot; | &#039;&#039;If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it.You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.&#039;&#039; - Reported on the demo.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blitz&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;If you kill an enemy during your action phase, then immediately after it ends you may take a regular shot.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Modern Foxhole&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;You can use a gadget to create a force shield that blocks movement and provides partial cover. It expires after 3 turns, or can be turned off. It can be destroyed by enemy weapon fire.&#039;&#039; - the last three abilities were thought to be disabled until Vengeance was reported on the demo. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Too Close For Comfort&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ????? || align=&amp;quot;center&amp;quot; | &#039;&#039;Aim penalty for close proximity is halved.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Multiplayer and Disabled Abilities==&lt;br /&gt;
All other information about abilities present in the demo code. Most don&#039;t appear to work and are merely listed for documentation. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Status&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Torch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mark&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Command&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Give a free move to any squadmate that has ended their turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Bless&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Motion Detector&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Target&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Defense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damage Cover&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Damage and potentially destroy enemy cover or other environmental elements.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
(ingame descriptions appear on &#039;&#039;Italic text&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]]&lt;br /&gt;
* [[Alien Life Forms (EU2012)|Aliens]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vyn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=39441</id>
		<title>Abilities (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=39441"/>
		<updated>2012-10-17T10:43:38Z</updated>

		<summary type="html">&lt;p&gt;Vyn: /* Class &amp;amp; Rank Abilities */ Converted heavy and sniper tables to new format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your soldiers&#039; actions on the battlefield can influenced by their individual &#039;&#039;&#039;Abilities&#039;&#039;&#039; (a.k.a. perks), which are given by their [[Soldiers (EU2012)#Rank|rank]], [[Classes (EU2012)|class]], [[Equipment (EU2012)|equipment]] and/or perks purchased through the Officer Training School. In addition, the [[Alien Life Forms (EU2012)|Aliens]] (and civilians) also share some of those abilities while possessing unique skills of their own.&lt;br /&gt;
&lt;br /&gt;
A list of all abilities can be found below, with their in-game descriptions. More information about &#039;&#039;&#039;Abilities&#039;&#039;&#039; and their uses can be found on the links on top of each category. &lt;br /&gt;
&lt;br /&gt;
==Class &amp;amp; Rank Abilities==&lt;br /&gt;
These are special perks available to each class and rank. Up reaching a certain rank a soldier has to choose exclusively between two abilities. Click on each column to sort contents alphabetically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Classes (EU2012)#Assault|Assault]] Abilties&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Classes (EU2012)#Heavy|Heavy]] Abilities&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;+100% to damage against robotic enemies. (for all attacks)&#039;&#039;&lt;br /&gt;
| &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities. (1 damage per tech level)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Classes (EU2012)#Sniper|Sniper]] Abilities&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Allows firing at targets in any ally&#039;s sight radius.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Confers 2 bonus damage with pistols.&#039;&#039;&lt;br /&gt;
| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty&#039;&#039;&lt;br /&gt;
| &#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Classes (EU2012)#Support|Support]] Abilities&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; |&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Support|Support]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Allows the support to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Field Medic || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows medikits to be used 3 times per battle instead of once.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows 1 additional use of Smoke Grenade each mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Revive || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Confers an additional item slot in inventory.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Medikits restore 4 more health per use.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Psionic|Psionic]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Psionically assisting an ally, granting the ally an array of stat bonuses.&#039;&#039; - Very likely an ability restricted to aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; || | Unknown  || align=&amp;quot;center&amp;quot; | &#039;&#039;Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; || | Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting 40 Defense to both allies and enemies within the field. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by ??? for ??? turns. 4 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Cause target to panic on its following turn, if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;  | Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. 5 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rift&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer Training School Abilities==&lt;br /&gt;
These abilities can be obtained/purchased through building an [[OTS (EU2012)|Officer Training School]]. They have a monetary cost and require specific ranks to be purchased/activated.&lt;br /&gt;
&lt;br /&gt;
{{:Officer Training School (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==Equipment Abilities==&lt;br /&gt;
These are specific abilities provided by the presence or use of selected [[Equipment (EU2012)#Portable Equipment|equipment]] or other game features (terrain).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Equipment (EU2012)|Equipment]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Requirement &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heal Wound&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Medikit (EU2012)|Medikit]] || align=&amp;quot;center&amp;quot; | Use the Medikit to heal up to 4 Health Points (or more if the soldier is a properly trained Support class.)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grapple Hook&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Skeleton Suit (EU2012)|Skeleton Suit]]&amp;lt;br&amp;gt;[[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | Use the grappling hook to reach high locations.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stealth&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;The Ghost Armor&#039;s stealth systems can be activated up to 4 times per battle. Activating Ghost Mode does not cost an action or end the wearer&#039;s turn. The wearer becomes invisible to enemies, but must re-activate Ghost Mode each turn to remain so. Firing from stealth confers a large bonus to critical hit chance.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Arc Thrower (EU2012)|Arc Thrower]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Can incapacitate enemy targets within a range of 2. Higher chance if the target&#039;s health is at 3 HP or below. &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Combat Stims (EU2012)|Combat Stims]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Use combat stimulants to temporarily increase soldier&#039;s stats.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Elevated Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Terrain || align=&amp;quot;center&amp;quot; | &#039;&#039;All units receive offensive bonuses against enemies on lower ground.&#039;&#039; - Also shared with aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Airborne&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; - Also shared with flying aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Evasion&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Enemies targeting this unit when it is airborne suffer a -10% Aim penalty.&#039;&#039; - Also shared with flying aliens.  Stacks with penalties for enemy being higher.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hardened&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&amp;quot;&#039;&#039;. Also shared with some aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Robotic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | Robotic units are immune to Psi and poison attacks. Also shared with some aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Immunity&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Titan Armor (EU2012)|Titan Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Unit is immune to Poison attacks and effects.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unique [[Alien Life Form (EU2012)|Alien]] Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Species&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Melee Only&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] &amp;lt;br&amp;gt; [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | Unit may not use ranged weapons. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ready For Anything&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows Overwatch after shooting, even if no actions remain.&#039;&#039; - Reported in the demo. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectoid Commander (EU2012)|Sectoid Commander]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Merge minds with all lesser allies of the same species nearby, granting them +??? critical chance and +??? health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heat Wave&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one action to warm up.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Drain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Drain health from an ally.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Repair&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Switch to closed mode for increased defense. Allows Death Blossom attack.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blood Call&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Intimidate&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bloodlust&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bull Rush&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Death Blossom&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Launch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Floater (EU2012)|Floater]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bombard&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Leap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Spit&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Poison enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Implant&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Head Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Civilian (EU2012)|Civilian]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Destroy Terrain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Destroy Terrain or other environmental annoyances at will.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Vengeance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | All aliens? || align=&amp;quot;center&amp;quot; | &#039;&#039;If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it.You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.&#039;&#039; - Reported on the demo.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blitz&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;If you kill an enemy during your action phase, then immediately after it ends you may take a regular shot.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Modern Foxhole&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;You can use a gadget to create a force shield that blocks movement and provides partial cover. It expires after 3 turns, or can be turned off. It can be destroyed by enemy weapon fire.&#039;&#039; - the last three abilities were thought to be disabled until Vengeance was reported on the demo. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Too Close For Comfort&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ????? || align=&amp;quot;center&amp;quot; | &#039;&#039;Aim penalty for close proximity is halved.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Multiplayer and Disabled Abilities==&lt;br /&gt;
All other information about abilities present in the demo code. Most don&#039;t appear to work and are merely listed for documentation. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Status&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Torch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mark&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Command&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Give a free move to any squadmate that has ended their turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Bless&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Motion Detector&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Target&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Defense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damage Cover&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Damage and potentially destroy enemy cover or other environmental elements.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
(ingame descriptions appear on &#039;&#039;Italic text&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]]&lt;br /&gt;
* [[Alien Life Forms (EU2012)|Aliens]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vyn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=39439</id>
		<title>Abilities (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=39439"/>
		<updated>2012-10-17T10:22:19Z</updated>

		<summary type="html">&lt;p&gt;Vyn: /* Class &amp;amp; Rank Abilities */ Rebuilt table of assault abilities to resemble in game interface&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your soldiers&#039; actions on the battlefield can influenced by their individual &#039;&#039;&#039;Abilities&#039;&#039;&#039; (a.k.a. perks), which are given by their [[Soldiers (EU2012)#Rank|rank]], [[Classes (EU2012)|class]], [[Equipment (EU2012)|equipment]] and/or perks purchased through the Officer Training School. In addition, the [[Alien Life Forms (EU2012)|Aliens]] (and civilians) also share some of those abilities while possessing unique skills of their own.&lt;br /&gt;
&lt;br /&gt;
A list of all abilities can be found below, with their in-game descriptions. More information about &#039;&#039;&#039;Abilities&#039;&#039;&#039; and their uses can be found on the links on top of each category. &lt;br /&gt;
&lt;br /&gt;
==Class &amp;amp; Rank Abilities==&lt;br /&gt;
These are special perks available to each class and rank. Up reaching a certain rank a soldier has to choose exclusively between two abilities. Click on each column to sort contents alphabetically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;80%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Classes (EU2012)#Assault|Assault]] Abilties&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#E8E8E8&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#D3D3D3&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Heavy|Heavy]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;+100% to damage against robotic enemies.&#039;&#039; - LMG and Rocket Launcher?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows a second use of Fire Rocket in each mission.&#039;&#039; - Also contains the name First Blood on the code. a.k.a. &#039;&#039;&#039;First Blood&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Sniper|Sniper]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.&#039;&#039; a.k.a. &#039;&#039;&#039;Precision Shot&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Allows firing at targets in any ally&#039;s sight radius.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant  || align=&amp;quot;center&amp;quot; | &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers 2 bonus damage with pistols.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;In The Zone || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Killing a flanked or uncovered target with the sniper rifle does not cost an action.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Support|Support]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Allows the support to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Field Medic || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows medikits to be used 3 times per battle instead of once.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows 1 additional use of Smoke Grenade each mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Revive || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Confers an additional item slot in inventory.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Medikits restore 4 more health per use.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Psionic|Psionic]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Psionically assisting an ally, granting the ally an array of stat bonuses.&#039;&#039; - Very likely an ability restricted to aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; || | Unknown  || align=&amp;quot;center&amp;quot; | &#039;&#039;Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; || | Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting 40 Defense to both allies and enemies within the field. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by ??? for ??? turns. 4 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Cause target to panic on its following turn, if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;  | Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. 5 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rift&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; | &#039;&#039;Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer Training School Abilities==&lt;br /&gt;
These abilities can be obtained/purchased through building an [[OTS (EU2012)|Officer Training School]]. They have a monetary cost and require specific ranks to be purchased/activated.&lt;br /&gt;
&lt;br /&gt;
{{:Officer Training School (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==Equipment Abilities==&lt;br /&gt;
These are specific abilities provided by the presence or use of selected [[Equipment (EU2012)#Portable Equipment|equipment]] or other game features (terrain).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Equipment (EU2012)|Equipment]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Requirement &lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heal Wound&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Medikit (EU2012)|Medikit]] || align=&amp;quot;center&amp;quot; | Use the Medikit to heal up to 4 Health Points (or more if the soldier is a properly trained Support class.)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grapple Hook&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Skeleton Suit (EU2012)|Skeleton Suit]]&amp;lt;br&amp;gt;[[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | Use the grappling hook to reach high locations.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stealth&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;The Ghost Armor&#039;s stealth systems can be activated up to 4 times per battle. Activating Ghost Mode does not cost an action or end the wearer&#039;s turn. The wearer becomes invisible to enemies, but must re-activate Ghost Mode each turn to remain so. Firing from stealth confers a large bonus to critical hit chance.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Arc Thrower (EU2012)|Arc Thrower]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Can incapacitate enemy targets within a range of 2. Higher chance if the target&#039;s health is at 3 HP or below. &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Combat Stims (EU2012)|Combat Stims]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Use combat stimulants to temporarily increase soldier&#039;s stats.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Elevated Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Terrain || align=&amp;quot;center&amp;quot; | &#039;&#039;All units receive offensive bonuses against enemies on lower ground.&#039;&#039; - Also shared with aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Airborne&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; - Also shared with flying aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Evasion&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Enemies targeting this unit when it is airborne suffer a -10% Aim penalty.&#039;&#039; - Also shared with flying aliens.  Stacks with penalties for enemy being higher.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hardened&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&amp;quot;&#039;&#039;. Also shared with some aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Robotic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | Robotic units are immune to Psi and poison attacks. Also shared with some aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Immunity&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Titan Armor (EU2012)|Titan Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Unit is immune to Poison attacks and effects.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unique [[Alien Life Form (EU2012)|Alien]] Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Species&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Melee Only&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] &amp;lt;br&amp;gt; [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | Unit may not use ranged weapons. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ready For Anything&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows Overwatch after shooting, even if no actions remain.&#039;&#039; - Reported in the demo. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectoid Commander (EU2012)|Sectoid Commander]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Merge minds with all lesser allies of the same species nearby, granting them +??? critical chance and +??? health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heat Wave&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one action to warm up.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Drain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Drain health from an ally.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Repair&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Switch to closed mode for increased defense. Allows Death Blossom attack.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blood Call&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Intimidate&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bloodlust&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bull Rush&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Death Blossom&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Launch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Floater (EU2012)|Floater]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bombard&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Leap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Spit&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Poison enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Implant&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Head Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Civilian (EU2012)|Civilian]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Destroy Terrain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Destroy Terrain or other environmental annoyances at will.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Vengeance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | All aliens? || align=&amp;quot;center&amp;quot; | &#039;&#039;If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it.You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.&#039;&#039; - Reported on the demo.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blitz&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;If you kill an enemy during your action phase, then immediately after it ends you may take a regular shot.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Modern Foxhole&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;You can use a gadget to create a force shield that blocks movement and provides partial cover. It expires after 3 turns, or can be turned off. It can be destroyed by enemy weapon fire.&#039;&#039; - the last three abilities were thought to be disabled until Vengeance was reported on the demo. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Too Close For Comfort&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ????? || align=&amp;quot;center&amp;quot; | &#039;&#039;Aim penalty for close proximity is halved.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Multiplayer and Disabled Abilities==&lt;br /&gt;
All other information about abilities present in the demo code. Most don&#039;t appear to work and are merely listed for documentation. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Status&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Torch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mark&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Command&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Give a free move to any squadmate that has ended their turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Bless&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Motion Detector&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Target&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Defense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damage Cover&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Damage and potentially destroy enemy cover or other environmental elements.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
(ingame descriptions appear on &#039;&#039;Italic text&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]]&lt;br /&gt;
* [[Alien Life Forms (EU2012)|Aliens]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vyn</name></author>
	</entry>
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