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Your soldiers' actions on the battlefield are determined by their abilities, which are given by their rank, class, equipment and perks purchased through the Officer Training School.
A list of all abilities can be found below, with their in-game descriptions. More information about '''Abilities''' and their uses can be found on the links on top of each category.  


==General Actions==
==Class & Rank Abilities==
These are general actions that can be perform by all your soldiers during the fight.  
These are special perks available to each class and rank. Up reaching a certain rank a soldier has to choose exclusively between two abilities.
<table {{StdCenterTable}} width="50%">
 
<tr {{StdDescTable_Heading}}><th align="center" width="70">Action</th><th width="60">Description</th></tr>
===[[Assault (EU2012)|Assault]] Abilties===
<tr><td align="center">'''Move'''</td><td align="center>''Either walk or dash''</td></tr>
{| class="wikitable" width="100%"  
<tr><td align="center">'''Fire'''</td><td align="center>''Shoot the enemy''</td></tr>
|-
<tr><td align="center">'''Overwatch'''</td><td align="center>''Takes a shot at the next enemy that moves into sight range''</td></tr>
! width="20%" align="center" | Ability
<tr><td align="center">'''Reload'''</td><td align="center>''Spend a full action to reload weapon''</td></tr>
! width="5%" align="center" | Rank Required
<tr><td align="center">'''Hunker'''</td><td align="center>''Provides a defensive bonus''</td></tr>
! width="75%" align="center" | Description  
</table>
|- style="vertical-align:top;"
|-
| align="center" | [[File:ASSAULT RUNGUN.png|32px|left]]'''Run & Gun''' || align="center" | Squaddie || align="center" | ''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.''
|-
| align="center" style="background: #F2F2F2" |[[File:ASSAULT AGGRESSION.png|32px|left]] '''Aggression''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Confers +10% critical chance per enemy in sight (max +30%).''
|-
| align="center" style="background: #F2F2F2" | [[File:ASSAULT TACTICALSENSE.png|32px|left]]'''Tactical Sense''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Confers +5 Defense per enemy in sight (max +20).''
|-
| align="center" |[[File:ASSAULT CLOSEPERSONAL.png|32px|left]] '''Close & Personal''' || align="center" | Sergeant || align="center" | ''Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''
|-
| align="center" |[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|left]] '''Lightning Reflexes''' || align="center" | Sergeant || align="center" | ''Forces the first reaction shot against this unit each turn to miss.''
|-
| align="center" style="background: #F2F2F2"  |[[File:ASSAULT RAPIDFIRE.png|32px|left]] '''Rapid Fire''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''
|-
| align="center" style="background: #F2F2F2" |[[File:ASSAULT FLUSH.png|32px|left]] '''Flush''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.''
|-
| align="center" |[[File:ASSAULT BRINGTHEMON.png|32px|left]] '''Bring 'Em On''' || align="center" | Captain || align="center" | ''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''
|-
| align="center" |[[File:ASSAULT CLOSECOMBAT.png|32px|left]] '''Close Combat Specialist''' || align="center" | Captain || align="center" | ''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.''
|-
| align="center" style="background: #F2F2F2" |[[File:ASSAULT EXTRACONDITIONING.png|32px|left]] '''Extra Conditioning''' || align="center" style="background: #F2F2F2" | Major || align="center" style="background: #F2F2F2" | ''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''
|-
| align="center" |[[File:ASSAULT KILLERINSTINCT.png|32px|left]] '''Killer Instinct''' || align="center" | Colonel || align="center" | ''Activating Run & Gun now also grants +50% critical damage for the rest of the turn.''
|-
| align="center" |[[File:ASSAULT RESILLIENCE.png|32px|left]] '''Resilience''' || align="center" | Colonel || align="center" | ''Confers immunity to critical hits.''
|}


==Class & Rank Abilities==
===[[Heavy (EU2012)|Heavy]] Abilities===
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.
{| class="wikitable" width="100%"  
<table {{StdCenterTable}} width="100%" class="sortable">
! width="20%" align="center" | Ability
<tr {{StdDescTable_Heading}}><th align="center" width="70">Ability</th><th align="center" width="30">Class</th><th align="center" width="60">Rank Required</th><th align="center" width="240">Description</th></tr>
! width="5%" align="center" | Rank Required
<tr><td align="center">'''Run & Gun'''</td><td align="center">Assault</td><td align="center">Squaddie</td><td>''Allows to move and make a shot, including at the end of dashing, can't use equipment, cooldown 3 turns''</td></tr>
! width="75%" align="center" | Description
<tr><td align="center">'''Tactical Sense'''</td><td align="center">Assault</td><td align="center">Corporal A</td><td>''Gives +5 to Defense per enemy close to you, up to a maximum of +20''</td></tr>
|- style="vertical-align:top;"
<tr><td align="center">'''Aggression'''</td><td align="center">Assault</td><td align="center">Corporal B</td><td>''+10% to critical hit per enemy close to you up to 30%''</td></tr>
|-
<tr><td align="center">'''Lightning Reflexes'''</td><td align="center">Assault</td><td align="center">Sergeant A</td><td>''Ignores first reaction fire on that turn''</td></tr>
|- style="vertical-align:top;"
<tr><td align="center">'''Close & Personal'''</td><td align="center">Assault</td><td align="center">Sergeant B</td><td>''+30% to critical hit, reduces with distance''</td></tr>
|-
<tr><td align="center">'''Rapid Fire'''</td><td align="center">Assault</td><td align="center">Lieutenant A</td><td>''Allow for two shots, with potentially twice the damage inflicted but at a lower accuracy''</td></tr>
| align="center" |[[File:HEAVY FIREROCKET.png|32px|left]] '''Fire Rocket''' || align="center" | Squaddie || align="center" | ''Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.''
<tr><td align="center">'''Unknown'''</td><td align="center">Assault</td><td align="center">Lieutenant B</td><td>''Not yet revealed''</td></tr>
|-
<tr><td align="center">'''Unknown'''</td><td align="center">Assault</td><td align="center">Captain A</td><td>''Not yet revealed''</td></tr>
| align="center" style="background: #F2F2F2" |[[File:HEAVY BULLETSWARM.png|32px|left]]'''Bullet Swarm''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Firing the primary weapon as the first action no longer ends the turn.''
<tr><td align="center">'''Unknown'''</td><td align="center">Assault</td><td align="center">Captain B</td><td>''Not yet revealed''</td></tr>
|-
<tr><td align="center">'''Unknown'''</td><td align="center">Assault</td><td align="center">Major</td><td>''Not yet revealed''</td></tr>
| align="center" style="background: #F2F2F2" |[[File:HEAVY HOLO.png|32px|left]]'''Holo-Targeting''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.''
<tr><td align="center">'''Unknown'''</td><td align="center">Assault</td><td align="center">Colonel A</td><td>''Not yet revealed''</td></tr>
|-
<tr><td align="center">'''Unknown'''</td><td align="center">Assault</td><td align="center">Colonel B</td><td>''Not yet revealed''</td></tr>
| align="center" |[[File:HEAVY SHREDDER.png|32px|left]] '''Shredder Rocket''' || align="center" | Sergeant || align="center" | ''Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket's blast is weaker than a standard rocket's.''
<tr><td align="center">'''Rushing?'''</td><td align="center">Assault</td><td align="center">Unknown</td><td>''Mentioned in one video''</td></tr>
|-
| align="center" |[[File:HEAVY SUPPRESSION.png|32px|left]] '''Suppression''' || align="center" | Sergeant || align="center" | ''Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.''
|-
| align="center" style="background: #F2F2F2" |[[File:HEAVY HEAT AMMO.png|32px|left]] '''HEAT Ammo''' || align="center" style="background: #F2F2F2" |  Lieutenant || align="center" style="background: #F2F2F2" | ''+100% to damage against robotic enemies.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''Confers +50% damage against robotic enemies.''
|-
| align="center" style="background: #F2F2F2" |[[File:HEAVY RAPIDREACTION.png|32px|left]] '''Rapid Reaction''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.''
|-
| align="center" |[[File:HEAVY GRENADIER.png|32px|left]] '''Grenadier''' || align="center" | Captain || align="center" | ''Allows to carry 2 grenades in a single inventory slot.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus.''
|-
| align="center" |[[File:HEAVY DANGERZONE.png|32px|left]] '''Danger Zone''' || align="center" | Captain || align="center" | ''Increases hit area of rockets and suppression by 2 tiles.''
|-
| align="center" style="background: #F2F2F2" |[[File:HEAVY WILLTOSURVIVE.png|32px|left]] '''Will to Survive''' || align="center" style="background: #F2F2F2" | Major || align="center" style="background: #F2F2F2" | ''Reduces all normal damage taken by 2 if in cover and not flanked.''
|-
| align="center" |[[File:HEAVY ROCKETEER.png|32px|left]] '''Rocketeer''' || align="center" | Colonel || align="center" | ''Allows 1 additional standard rocket to be fired per battle.''
|-
| align="center" |[[File:HEAVY MAYHEM.png|32px|left]] '''Mayhem''' || align="center" | Colonel || align="center" | ''Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.''
|}


<tr><td align="center">'''Fire Rocket'''</td><td align="center">Heavy</td><td align="center">Squaddie</td><td>''Fires a 6 damage rocket once per combat, requires both action points, one use''</td></tr>
===[[Sniper (EU2012)|Sniper]] Abilities===
<tr><td align="center">'''Bullet Swarm'''</td><td align="center">Heavy</td><td align="center">Corporal A</td><td>''Allows to shoot and then move or shoot twice''</td></tr>
{| class="wikitable" width="100%"
<tr><td align="center">'''Holo-Targeting'''</td><td align="center">Heavy</td><td align="center">Corporal B</td><td>''Gives +10% to Aim against your target for squad mates''</td></tr>
! width="20%" align="center" | Ability
<tr><td align="center">'''Shredder Rocket'''</td><td align="center">Heavy</td><td align="center">Sergeant A</td><td>''Gives a +33% bonus to damage against that target, deals less damage than standard, lasts 4 turns''</td></tr>
! width="5%" align="center" | Rank Required
<tr><td align="center">'''Suppression'''</td><td align="center">Heavy</td><td align="center">Sergeant B</td><td>''-30% Aim to enemy, allows a reaction shot if the target moves''</td></tr>
! width="75%" align="center" | Description
<tr><td align="center">'''HEAT Rounds'''</td><td align="center">Heavy</td><td align="center">Lieutenant A</td><td>''+100% to damage against robotic enemies''</td></tr>
|- style="vertical-align:top;"
<tr><td align="center">'''Rapid Reaction'''</td><td align="center">Heavy</td><td align="center">Lieutenant B</td><td>''Gives a second reaction fire if the first one was successful''</td></tr>
|-
<tr><td align="center">'''Grenadier'''</td><td align="center">Heavy</td><td align="center">Captain A</td><td>''Allows to carry 2 grenades instead of 1, if grenades are carried''</td></tr>
| align="center" |[[File:SNIPER HEADSHOT.png|32px|left]] '''Headshot''' || align="center" | Squaddie || align="center" | ''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.'' a.k.a. '''Precision Shot'''.
<tr><td align="center">'''Danger Zone'''</td><td align="center">Heavy</td><td align="center">Captain B</td><td>''Increases hit area of rockets and suppression by 2 spaces''</td></tr>
|-
<tr><td align="center">'''Survival'''</td><td align="center">Heavy</td><td align="center">Major</td><td>''No details available''</td></tr>
| align="center" style="background: #F2F2F2" |[[File:SNIPER SQUADSIGHT.png|32px|left]] '''Squadsight''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Allows firing at targets in any ally's sight radius.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''Allows firing at targets in any ally's sight radius, but these targets cannot be critically hit unless using Headshot.''
<tr><td align="center">'''Focused Suppression'''</td><td align="center">Heavy</td><td align="center">Colonel A</td><td>''Reduce target Aim by 65% and free shot if the target moves''</td></tr>
|-
<tr><td align="center">'''Tracer Beam Rounds'''</td><td align="center">Heavy</td><td align="center">Colonel B</td><td>''If hit alien takes extra damage from entire squad''</td></tr>
| align="center" style="background: #F2F2F2" |[[File:SNIPER SNAPSHOT.png|32px|left]]'''Snap Shot''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.''
|-
| align="center" |[[File:SNIPER_DGG.png|32px|left]] '''Damn Good Ground''' || align="center" | Sergeant  || align="center" | ''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.''
|-
| align="center" |[[File:SNIPER GUNSLINGER.png|32px|left]]'''Gunslinger''' || align="center" | Sergeant || align="center" | ''Confers 2 bonus damage with pistols.''
|-
| align="center" style="background: #F2F2F2" |[[File:SNIPER DISABLINGSHOT.png|32px|left]] '''Disabling Shot''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''Allows the Sniper to fire a shot that causes the target'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''
|-
| align="center" style="background: #F2F2F2" |[[File:SNIPER BATTLESCANNER.png|32px|left]] '''Battle Scanner''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.''
|-
| align="center" |[[File:SNIPER EXECUTIONER.png|32px|left]]'''Executioner''' || align="center" | Captain || align="center" | ''+10% Aim against targets with less than 50% Health.''
|-
| align="center" |[[File:SNIPER OPPORTUNIST.png|32px|left]]'''Opportunist''' || align="center" | Captain || align="center" | ''Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.''
|-
| align="center" style="background: #F2F2F2" |[[File:SNIPER_LOWPROFILE.png|32px|left]] '''Low Profile''' || align="center" style="background: #F2F2F2" | Major || align="center" style="background: #F2F2F2" | ''Makes partial cover count as full.''
|-
| align="center" |[[File:SNIPER_ITZ.png|32px|left]]'''In The Zone || align="center" | Colonel || align="center" | ''Killing a flanked or uncovered target with the sniper rifle does not cost an action.''
|-
| align="center" |[[File:SNIPER_DOUBLETAP.png|32px|left]]'''Double Tap''' || align="center" | Colonel || align="center" | ''Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down.''
|}


<tr><td align="center">'''Headshot'''</td><td align="center">Sniper</td><td align="center">Squaddie</td><td>''+30% to critical hits, cooldown 2 turns''</td></tr>
===[[Support (EU2012)|Support]] Abilities===
<tr><td align="center">'''Snap Shot'''</td><td align="center">Sniper</td><td align="center">Corporal A</td><td>''Allows to make a shot with sniper after moving, this shot has -20% Aim''</td></tr>
{| class="wikitable" width="100%"
<tr><td align="center">'''Squad Sight'''</td><td align="center">Sniper</td><td align="center">Corporal B</td><td>''Allows to target enemies Not seen by sniper but seen by squadmates, requires clear line of fire''</td></tr>
! width="20%" align="center" | Ability
<tr><td align="center">'''Low Profile'''</td><td align="center">Sniper</td><td align="center">Sergeant A</td><td>''Makes partial cover count as full cover''</td></tr>
! width="5%" align="center" | Rank Required
<tr><td align="center">'''Battle Scanner'''</td><td align="center">Sniper</td><td align="center">Lieutenant A</td><td>''Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle''</tr>
! width="75%" align="center" | Description
<tr><td align="center">'''Opportunist'''</td><td align="center">Sniper</td><td align="center">Captain A</td><td>''+10% Aim against targets with less than 50% Health''</td></tr>
|- style="vertical-align:top;"
<tr><td align="center">'''Damn Good Ground'''</td><td align="center">Sniper</td><td align="center">Major</td><td>''+10% Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses''</td></tr>
|-
<tr><td align="center">'''Double Tap'''</td><td align="center">Sniper</td><td align="center">Colonel A</td><td>''Both actions can be used for Standard/Precision/Disabling Shot''<br></td></tr>
| align="center" |[[File:SUPPORT SMOKEGRENADE.png|32px|left]]'''Smoke Grenade''' || align="center" | Squaddie || align="center" | ''Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.''
<tr><td align="center">'''In The Zone'''</td><td align="center">Sniper</td><td align="center">Unknown</td><td>''Additional shot after a critical hit''</td></tr>
|-
<tr><td align="center">'''Improved Overwatch</td><td align="center">Sniper</td><td align="center">Unknown</td><td>''Unit continues firing as long as it hits the target''</td></tr>
| align="center" style="background: #F2F2F2" |[[File:SUPPORT SPRINTER.png|32px|left]]'''Sprinter''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Allows the support to move 3 additional tiles.''
<tr><td align="center">'''Gunslinger'''</td><td align="center">Sniper</td><td align="center">Unknown</td><td>''Confers 2 bonus damage with pistols''</td></tr>
|-
<tr><td align="center">'''Disabling Round'''</td><td align="center">Sniper</td><td align="center">Unknown</td><td>''Shot to disable alien's main weapon, alien may to fix the weapon, no critical hits, 2 turn cooldown''</td></tr>
| align="center" style="background: #F2F2F2" |[[File:SUPPORT COVERINGFIRE.png|32px|left]]'''Covering Fire''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Allows reaction shot to trigger on enemy attacks, not just movement.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: The reaction fire now happens before the enemy attacks, not after.
|- align="center"
|-
| align="center" |[[File:SUPPORT FIELDMEDIC.png|32px|left]]'''Field Medic || align="center" | Sergeant || align="center" | ''Allows medikits to be used 3 times per battle instead of once.''
|-
| align="center" |[[File:SUPPORT SMOKEMIRRORS.png|32px|left]] '''Smoke and Mirrors''' || align="center" | Sergeant || align="center" | ''Allows 1 additional use of Smoke Grenade each mission.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''Allows two extra uses of Smoke Grenade each mission, for a total of three.''
|-
| align="center" style="background: #F2F2F2" |[[File:SUPPORT REVIVE.png|32px|left]]'''Revive || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.''
|-
| align="center" style="background: #F2F2F2" |[[File:SUPPORT RIFLESUPPRESSION.png|32px|left]]'''Rifle Suppression''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.''
|-
| align="center" |[[File:SUPPORT COMBATDRUGS.png|32px|left]]'''Combat Drugs''' || align="center" | Captain || align="center" | ''Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.''
|-
| align="center" |[[File:SUPPORT DENSESMOKE.png|32px|left]]'''Dense Smoke''' || align="center" | Captain || align="center" | ''Smoke Grenades have increased area of effect and further increase units' Defense by 20.'' (Also grants +20 Aim Bonus)
|-
| align="center" style="background: #F2F2F2" |[[File:SUPPORT DEEPPOCKETS.png|32px|left]]'''Deep Pockets''' || align="center" style="background: #F2F2F2" | Major || align="center" style="background: #F2F2F2" | ''Confers an additional item slot in inventory.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''All limited-use items in your inventory receive one extra use.''
|-
| align="center" |[[File:SUPPORT SAVIOR.png|32px|left]]'''Savior''' || align="center" | Colonel || align="center" | ''Medikits restore 4 more health per use.''
|-
| align="center" |[[File:SUPPORT SENTINEL.png|32px|left]]'''Sentinel''' || align="center" | Colonel || align="center" | ''Allows two reaction shots during Overwatch, instead of only one.''
|}


<tr><td align="center">'''Smoke Grenade'''</td><td align="center">Support</td><td align="center">Squaddie</td><td>''Throw a grenade that provides half cover in a radius, lasts 2 turns, one use''</td></tr>
===[[Psionic (EU2012)|Psionic]] Abilities===
<tr><td align="center">'''Sprinter'''</td><td align="center">Support</td><td align="center">Corporal A</td><td>''Increases movement by 3 squares per action point''</td></tr>
{| class="wikitable" width="100%"  
<tr><td align="center">'''Covering Fire'''</td><td align="center">Support</td><td align="center">Corporal B</td><td>''Allows reaction fire against opponents who try to shoot''</td></tr>
! width="20%" align="center" | Ability
<tr><td align="center">'''Field Medic'''</td><td align="center">Support</td><td align="center">Sergeant A</td><td>''Gives 3 Medikits, if the unit is carrying them''</td></tr>
! width="5%" align="center" | Rank Required
<tr><td align="center">'''Unknown'''</td><td align="center">Support</td><td align="center">Sergeant B</td><td>''Not yet revealed''</td></tr>
! width="75%" align="center" | Description
<tr><td align="center">'''Revive'''</td><td align="center">Support</td><td align="center">Lieutenant A</td><td>''Restores critically wounded operative to 33% health''</td></tr>
|- style="vertical-align:top;"
<tr><td align="center">'''Rifle Suppression'''</td><td align="center">Support</td><td align="center">Lieutenant B</td><td>''-30% to target's Aim, gives reaction fire if target moves''</td></tr>
|-
<tr><td align="center">'''Unknown'''</td><td align="center">Support</td><td align="center">Captain A</td><td>''Not yet revealed''</td></tr>
| align="center" |[[File:PSIONIC MINDFRAY.png|32px|left]]'''Mindfray''' || align="center" | Psionic || align="center" | ''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.''
<tr><td align="center">'''Unknown'''</td><td align="center">Support</td><td align="center">Captain B</td><td>''Not yet revealed''</td></tr>
|-
<tr><td align="center">'''Unknown'''</td><td align="center">Support</td><td align="center">Major</td><td>''Not yet revealed''</td></tr>
| align="center" style="background: #F2F2F2" |[[File:PSIONIC PSIINSPIRATION.png|32px|left]]'''Psi Inspiration''' || align="center" style="background: #F2F2F2" | Specialist || align="center" style="background: #F2F2F2" | ''Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by 30 for 3 turns. 4 turn cooldown.''
<tr><td align="center">'''Unknown'''</td><td align="center">Support</td><td align="center">Colonel A</td><td>''Not yet revealed''</td></tr>
|-
<tr><td align="center">'''Unknown'''</td><td align="center">Support</td><td align="center">Colonel B</td><td>''Not yet revealed''</td></tr>
| align="center" style="background: #F2F2F2" |[[File:PSIONIC PANIC.png|32px|left]]'''Psi Panic''' || align="center" style="background: #F2F2F2" | Specialist || align="center" style="background: #F2F2F2" | ''Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.''
<tr><td align="center">'''Combat Stims'''</td><td align="center">Support</td><td align="center">Unknown</td><td>''Temporarily increase squad mates' stats and reduce damage taken''</td></tr>
|-
| align="center" |[[File:PSIONIC TELEKINETICFIELD.png|32px|left]]'''Telekinetic Field''' ||align="center" | Operative || align="center" | ''Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting 40 Defense to both allies and enemies within the field. 5 turn cooldown.''
|-
| align="center" |[[File:PSIONIC MINDCONTROL.png|32px|left]]'''Mind Control''' || align="center" | Operative || align="center" | ''Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. 5 turn cooldown.''
|-
| align="center" style="background: #F2F2F2"|[[File:PSIONIC RIFT.png|32px|left]]'''Rift''' || align="center" style="background: #F2F2F2"| ''Special'' || align="center" style="background: #F2F2F2"| ''Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown.'' Only available at a certain time in the story.
|}


<tr><td align="center">'''Mind Probe?'''</td><td align="center">Psionic</td><td align="center">Unknown</td><td>''Speculated - There are 4 specific Psi icons visible on the demos''</td></tr>
===[[MEC Trooper (EU2012)|MEC Trooper]] Abilities===
<tr><td align="center">'''Panic'''</td><td align="center">Psionic</td><td align="center">Unknown</td><td>''If successful targeted unit panic and either will be unable to move and fire or run or go bezerk''</td></tr>
{| class="wikitable" width="100%"
<tr><td align="center">'''Mind Control'''</td><td align="center">Psionic</td><td align="center">Unknown</td><td>''Control of enemy for 5 turns''</td></tr>
! width="20%" align="center" | Ability
<tr><td align="center">'''Rift'''</td><td align="center">Psionic</td><td align="center">Unknown</td><td>''Creates a devastating psionic storm''</td></tr>
! width="5%" align="center" | Rank Required
</table>
! width="75%" align="center" | Description
|- style="vertical-align:top;"
|- align="center"
| [[File:MEC SHOCK ABSORBENT ARMOR.png|32px|left]]'''Shock-Absorbent Armor'''||Squaddie ([[Assault (EU2012)|Assault]])||''Damage received from enemies within 4 tiles is reduced by 33%.''
|- align="center"
| [[File:MEC BODY SHIELD.png|32px|left]]'''Body Shield'''||Squaddie ([[Heavy (EU2012)|Heavy]])||''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.''
|- align="center"
| [[File:MEC PLATFORM STABILITY.png|32px|left]]'''Platform Stability'''||Squaddie ([[Sniper (EU2012)|Sniper]])||''Any shots taken without moving have +10 Aim and +10% critical chance.''
|- align="center"
| [[File:MEC DISTORTION FIELD.png|32px|left]]'''Distortion Field'''||Squaddie ([[Support (EU2012)|Support]])||''Nearby allies in cover receive +10 Defense.''
|- align="center"
| [[File:MEC COLLATERAL DAMAGE.png|32px|left]]'''Collateral Damage'''||Squaddie||''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.''
|- align="center" style="background: #F2F2F2"
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|left]]'''Advanced Fire Control'''||Corporal||''Shots from Overwatch no longer suffer any Aim penalty.''
|- align="center" style="background: #F2F2F2"
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|left]]'''Automated Threat Assessment'''||Corporal||''Confers +15 Defense when in Overwatch. Cancelled when the MEC fires.''
|- align="center"
| [[File:MEC VITAL POINT TARGETING.png|32px|left]]'''Vital-Point Targeting'''||Sergeant||''Confers 2 bonus damage against targets that have been autopsied.''
|- align="center"
| [[File:MEC DAMAGE CONTROL.png|32px|left]]'''Damage Control'''||Sergeant||''When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns''.
|- align="center" style="background: #F2F2F2"
| [[File:MEC JET BOOT MODULE.png|32px|left]]'''Jet Boot Module'''||Lieutenant||''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.  Has an unlisted 1-turn cooldown.''
|- align="center" style="background: #F2F2F2"
| [[File:MEC ONE FOR ALL.png|32px|left]]'''One For All'''||Lieutenant||''When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.''
|- align="center"
| [[File:MEC REPAIR SERVOS.png|32px|left]]'''Repair Servos'''||Captain||''Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.''
|- align="center"
| [[File:MEC EXPANDED STORAGE.png|32px|left]]'''Expanded Storage'''||Captain||''Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.''
|- align="center" style="background: #F2F2F2"
| [[File:MEC OVERDRIVE.png|32px|left]]'''Overdrive'''||Major||''Firing the MEC's primary weapon as the first action no longer ends the turn.''
|- align="center"
| [[File:MEC ABSORTION FIELDS.png|32px|left]]'''Absortion Fields'''||Colonel||''Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.''
|- align="center"
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|left]]'''Reactive Targeting Sensors'''||Colonel||''MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so.''
|}


==Officer Training School Abilities==
==Officer Training School Abilities==
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.
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.


<table {{StdCenterTable}} width="100%">
{{:Officer Training School (EU2012)}}
<tr {{StdDescTable_Heading}}><th align="center" width="70">Ability</th><th align="center" width="30">Rank Required</th><th align="center" width="240">Description</th></tr>
 
<tr><td align="center">'''Wet Work'''</td><td align="center">Sergeant</td><td align="center">''+25% experience gained from kills''</td></tr>
==General Abilities/Penalties==
<tr><td align="center">'''Squad Size I'''</td><td align="center">Sergeant</td><td align="center">''Squad size increased to 5 soldiers''</td></tr>
These are general human abilities and penalties - many are provided by the presence or use of selected [[Equipment (EU2012)#Portable Equipment|equipment]] or other game features (terrain). The penalties occurring from loss of comrades, injuries, etc. are also listed here.
<tr><td align="center">'''Rapid Recovery'''</td><td align="center">Lieutenant</td><td align="center">''Soldiers heal twice as fast from wounds taken in combat''</td></tr>
<tr><td align="center">'''Squad Size II'''</td><td align="center">Captain</td><td align="center">''Squad size increased to 6 soldiers.''</td></tr>
<tr><td align="center">'''Iron Will'''</td><td align="center">Major</td><td align="center">''Soldiers receive a larger Will bonus each time they are promoted''</td></tr>
<tr><td align="center">'''New Guy'''</td><td align="center">Major</td><td align="center">''New soldiers are automatically promoted to the "Squaddie" rank''</td></tr>
<tr><td align="center">'''Don't Die On Me'''</td><td align="center">Colonel</td><td align="center">''The higher the rank, the more likely the soldier will be critically wounded instead of killed''</td></tr>
</table>


==Equipment Abilities==
{| class="wikitable" width="100%"
These are specific abilities provided by the presence or use of selected [[Equipment (EU2012)#Portable Equipment|equipment]].
|+ [[Equipment (EU2012)|Equipment]] Abilities
|-
! width="20%" align="center" | Ability
! width="5%" align="center" | Requirement
! width="75%" align="center" | Description
|- style="vertical-align:top;"
|-
| align="center" |[[File:ABILITY_MOVE.png|32px|left]] '''Move''' || align="center" | None || align="center" | No description, icon present on game textures. Shared with all aliens.
|-
| align="center" |[[File:ABILITY_FIRE.png|32px|left]] '''Fire''' || align="center" | None || align="center" | ''Does up to X damage.''Also shared with most aliens.
|-
| align="center" |[[File:ABILITY_OVERWATCH.png|32px|left]] '''Overwatch''' || align="center" | None || align="center" | ''Fire on the first enemy that moves within your line of sight at a small Aim penalty.'' - Also shared with most aliens.
|-
| align="center" |[[File:ABILITY_RELOAD.png|32px|left]] '''Reload''' || align="center" | None || align="center" | ''Reload your weapon.'' Also shared with most aliens.
|-
| align="center" |[[File:ABILITY_HUNKERDOWN.png|32px|left]] '''Hunker Down''' || align="center" | Cover || align="center" | ''Doubles cover bonus and provides immunity to critical hits, but reduces sight radius.''
|-
| align="center" |[[File:ABILITY_GRENADE.png|32px|left]] '''Frag Grenade''' || align="center" | [[Frag Grenade (EU2012)|Frag Grenade]] || align="center" | ''Does X damage.''
|-
| align="center" |[[File:ABILITY_ALIENGRENADE.png|32px|left]] '''Alien Grenade''' || align="center" | [[Alien Grenade (EU2012)|Alien Grenade]] || align="center" | ''Does X damage.'' - Also shared with some aliens.
|-
| align="center" |[[File:ABILITY_HEAD DOWN.png|32px|left]] '''Head Down''' || align="center" | Civilian VIPs || align="center" | ''Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.''
|-
| align="center" |[[File:ABILITY_HEALWOUND.png|32px|left]] '''Heal Wound''' || align="center" | [[Medikit (EU2012)|Medikit]] || align="center" | Use the Medikit to heal up to 4 Health Points (or more if the soldier is a properly trained Support class.)
|-
| align="center" |[[File:ABILITY_STABILIZE.png|32px|left]] '''Stabilize''' || align="center" | [[Medikit (EU2012)|Medikit]] || align="center" | Use the Medikit to stabilize a critically injured soldier.
|-
| align="center" |[[File:ABILITY_GRAPPLE.png|32px|left]] '''Grapple Hook''' || align="center" | [[Skeleton Suit (EU2012)|Skeleton Suit]]<br>[[Ghost Armor (EU2012)|Ghost Armor]] || align="center" | Use the grappling hook to reach high locations.
|-
| align="center" |[[File:ABILITY GHOST.png|32px|left]] '''Stealth''' || align="center" | [[Ghost Armor (EU2012)|Ghost Armor]] || align="center" | ''The Ghost Armor's stealth systems can be activated up to 4 times per battle. Activating Ghost Mode does not cost an action or end the wearer'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.''
|-
| align="center" |[[File:ABILITY_STUN.png|32px|left]] '''Stun''' || align="center" | [[Arc Thrower (EU2012)|Arc Thrower]] || align="center" | ''Can incapacitate enemy targets within a range of 2. Higher chance if the target's health is at 3 HP or below. '' - Some alien species have the Stun Immunity ability as a counterpart.
|-
| align="center" |[[File:ABILITY_STIMS.png|32px|left]] '''Combat Stims''' || align="center" | [[Combat Stims (EU2012)|Combat Stims]] || align="center" | ''Use combat stimulants to temporarily increase soldier's stats.'' Incoming damage cut by 50%(rounded down), +40 Will against Panic and +3 Movement.
|-
| align="center" |[[File:ABILITY_ELEVATION.png|32px|left]] '''Elevated Ground''' || align="center" | Terrain || align="center" | ''All units receive offensive bonuses against enemies on lower ground.'' - Also shared with aliens.
|-
| align="center" |[[File:ABILITY_FLIGHT.png|32px|left]] '''Airborne''' || align="center" | [[Archangel Armor (EU2012)|Archangel Armor]] || align="center" | ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.'' - Also shared with flying aliens.
|-
| align="center" |[[File:ABILITY_EVASION.png|32px|left]] '''Evasion''' || align="center" | [[Archangel Armor (EU2012)|Archangel Armor]] || align="center" | ''Enemies targeting this unit when it is airborne suffer a -10% Aim penalty.'' - Also shared with flying aliens.  Stacks with penalties for enemy being higher.
|-
| align="center" |[[File:ABILITY_HARDENED.png|32px|left]] '''Hardened''' || align="center" | [[S.H.I.V. (EU2012)|S.H.I.V.]] || align="center" | ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits."''. Also shared with some aliens.
|-
| align="center" |[[File:UNKNOWN.png|32px|left]] '''Robotic''' || align="center" | [[S.H.I.V. (EU2012)|S.H.I.V.]] || align="center" | Robotic units are immune to Psi and poison attacks. Also shared with some aliens.
|-
| align="center" |[[File:ABILITY_IMMUNITY.png|32px|left]] '''Poison Immunity''' || align="center" | [[Titan Armor (EU2012)|Titan Armor]] || align="center" | ''Unit is immune to Poison attacks and effects.''
|-
| align="center" |[[File:ABILITY_DRONEHACK.png|32px|left]] '''Drone Hack''' || align="center" | [[Arc Thrower (EU2012)|Arc Thrower]] || align="center" | ''Bring an enemy drone under your control.''
|-
| align="center" |[[File:ABILITY_REPAIRSHIV.png|32px|left]] '''Repair SHIV''' || align="center" | [[Arc Thrower (EU2012)|Arc Thrower]] || align="center" | ''Repairs robotic units.''
|-
| align="center" |[[File:ABILITY_CHITINPLATING.png|32px|left]] '''Chitin Plating''' || align="center" |[[Chitin Plating (EU2012)|Chitin Plating]] || align="center" | ''Confers extra protection that reduces incoming melee damage by 50% and grants +4 health.''
|-
| align="center" |[[File:ABILITY_MIND_SHIELD.png|32px|left]] '''Mind Shield''' || align="center" |[[Mind Shield (EU2012)|Mind Shield]] || align="center" | ''A device that protects the wearer's mind, increasing their Will.''
|-
| align="center" |[[File:PENALTY_BATTLEFATIGUE.png|32px|left]] '''Battle Fatigue''' || align="center" | Combat injuries || align="center" | ''This unit has suffered combat wounds, weakening its Will.''
|-
| align="center" |[[File:PENALTY_FALLEN_COMRADES.png|32px|left]] '''Fallen Comrades''' || align="center" | Combat losses || align="center" | ''An ally has fallen, weakening this unit's Will.''
|-
| align="center" |[[File:PENALTY_PANICKED.png|32px|left]] '''Panicked''' || align="center" | Combat injuries/losses || align="center" | ''Panicked units have a chance to move or act unpredictably.''
|-
| align="center" |[[File:PSIONIC_MINDFRAY.png|32px|left]] '''Hallucinating''' || align="center" | Mind Fray attack || align="center" | ''Hallucinating units have their Aim, Mobility and Will affected.''
|-
| align="center" |[[File:UNKNOWN.png|32px|left]] '''Critically Injured''' || align="center" | Combat injuries || align="center" | ''Critically wounded units will bleed out after a short time unless Stabilized or Revived by a Medikit.''
|-
| colspan="3" |<center>'''[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Additions'''</center>
|-
| align="center" |[[File:COMM ARRAY HACK.png|32px|left]] '''Comm Array Hack.''' || align="center" | [[Covert Operative (EU2012)|Covert Operative]] || align="center" | See link
|-
| align="center" |[[File:FLASHBANG GRENADE ICON.png|32px|left]] '''Flashbang Grenade''' || align="center" | [[Flashbang Grenade (EU2012)|Flashbang Grenade]] || align="center" | See link
|-
| align="center" |[[File:GAS GRENADE ICON.png|32px|left]] '''Gas Grenade''' || align="center" | [[Gas Grenade (EU2012)|Gas Grenade]] || align="center" | See link
|-
| align="center" |[[File:GHOST GRENADE ICON.png|32px|left]] '''Ghost Grenade''' || align="center" | [[Ghost Grenade (EU2012)|Ghost Grenade]] || align="center" | See link
|-
| align="center" |[[File:MEC CLOSE COMBAT ICON.png|32px|left]] '''MEC Close Combat''' || align="center" | [[MEC Trooper (EU2012)|MEC Trooper]] || align="center" | See link
|-
| align="center" |[[File:MIMIC BEACON ICON.png|32px|left]] '''Mimic Beacon''' || align="center" | [[Mimic Beacon (EU2012)|Mimic Beacon]] || align="center" | See link
|-
| align="center" |[[File:NEEDLE GRENADE ICON.png|32px|left]] '''Needle Grenade''' || align="center" | [[Needle Grenade (EU2012)|Needle Grenade]] || align="center" | See link
|-
| align="center" |[[File:REAPER ROUNDS ICON.png|32px|left]] '''Reaper Rounds''' || align="center" | [[Reaper Rounds (EU2012)|Reaper Rounds]] || align="center" | See link
|-
| align="center" |[[File:RESPIRATOR IMPLANT ICON.png|32px|left]] '''Respirator Implant''' || align="center" | [[Respirator Implant (EU2012)|Respirator Implant]] || align="center" | See link'
|-
| align="center" |[[File:SCOPE ICON.png|32px|left]] '''S.C.O.P.E.''' || align="center" | [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] || align="center" | See link
|-
| align="center" |[[File:SENTINEL MODULE ICON.png|32px|left]] '''Sentinel Module''' || align="center" | [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]] || align="center" | See link
|-
|}


<table {{StdCenterTable}} width="75%">
==Unique [[Alien Life Forms (EU2012)|Alien]] Abilities==
<tr {{StdDescTable_Heading}}><th align="center" width="70">Ability</th><th align="center" width="30">Equipment Required</th><th align="center" width="240">Description</th></tr>
{| class="wikitable" width="100%"  
<tr><td align="center">'''Heal Wound'''</td><td align="center">[[Medikit (EU2012)|Medikit]]</td><td align="center">''Use the Medikit to heal up to 4 Health Points or 8 points if the soldier is Support class</td></tr>
|-
<tr><td align="center">'''Grapple Hook'''</td><td align="center">[[Skeleton Suit (EU2012)|Skeleton Suit]]<br>[[Ghost Armor (EU2012)|Ghost Armor]]</td><td align="center">''Use the grappling hook to reach high locations''</td></tr>
! width="20%" align="center" | Ability
<tr><td align="center">'''Stealth?'''</td><td align="center">[[Ghost Armor (EU2012)|Ghost Armor]]<br></td><td align="center">''Use the stealth function of the Ghost armor to move undetected''</td></tr></table>
! width="5%" align="center" | Species
! width="75%" align="center" | Description
|- style="vertical-align:top;"
|-
| align="center" |[[File:UNKNOWN.png|32px|left]] '''Melee Only''' || align="center" | [[Berserker (EU2012)|Berserker]] <br> [[Chryssalid (EU2012)|Chryssalid]] || align="center" | Unit may not use ranged weapons.
|-
| align="center" |[[File:ALIEN_CLUSTERBOMB.png|32px|left]] '''Cluster Bomb''' || align="center" | [[Sectopod (EU2012)|Sectopod]] || align="center" | ''Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.''
|-
| align="center" |[[File:ALIEN_OVERLOAD.png|32px|left]] '''Overload''' || align="center" | [[Drone (EU2012)|Drone]] || align="center" | ''Overload the unit's own power source, destroying the unit but causing explosive damage similar to a grenade's.'' Note - Although the description implies the drone will self-destruct, on Classic or Impossible difficulty it has enough health to survive the 3 damage explosion.
|-
| align="center" |[[File:ALIEN REPAIR.png|32px|left]]'''Repair''' || align="center" | [[Drone (EU2012)|Drone]] || align="center" | ''Repairs robotic units.''
|-
| align="center" |[[File:ALIEN CANNONFIRE.png|32px|left]] '''Cannon Fire''' || align="center" | [[Sectopod (EU2012)|Sectopod]] || align="center" | ''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).''
|-
| align="center" |[[File:ALIEN DESTROYTERRAIN.png|32px|left]] '''Destroy Terrain''' || align="center" | [[Sectopod (EU2012)|Sectopod]] || align="center" | ''Destroy Terrain or other environmental annoyances at will.'' - Icon uncertain.
|-
| align="center" |[[File:UNKNOWN.png|32px|left]] '''Close''' || align="center" | [[Cyberdisc (EU2012)|Cyberdisc]] || align="center" | ''Switch to closed mode for increased defense. Allows Death Blossom attack.''
|-
| align="center" |[[File:ALIEN_BLOODCALL.png|32px|left]] '''Blood Call''' || align="center" | [[Muton (EU2012)|Muton]] || align="center" | ''Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. (+10% aim, +10 will, +4 move)''
|-
| align="center" |[[File:ALIEN_INTIMIDATE.png|32px|left]] '''Intimidate''' || align="center" | [[Muton (EU2012)|Muton]] || align="center" | ''Reacts unpredictably when wounded, provoking panic in enemies.''
|-
| align="center" |[[File:ALIEN_BLOODLUST.png|32px|left]] '''Bloodlust''' || align="center" | [[Berserker (EU2012)|Berserker]] || align="center" | ''Allows the Berserker to charge an enemy that wounds it.''
|-
| align="center" |[[File:ALIEN_BULLRUSH.png|32px|left]] '''Bull Rush''' || align="center" | [[Berserker (EU2012)|Berserker]] || align="center" | ''Charge in a straight line through cover to unleash a devastating melee attack''
|-
| align="center" |[[File:ALIEN_DEATHBLOSSOM.png|32px|left]] '''Death Blossom''' || align="center" | [[Cyberdisc (EU2012)|Cyberdisc]] || align="center" | ''Project an intense energy field from Closed position, damaging all nearby enemies.''
|-
| align="center" |[[File:ALIEN_LAUNCH.png|32px|left]] '''Launch''' || align="center" | [[Floater (EU2012)|Floater]] || align="center" | ''Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.''
|-
| align="center" |[[File:ALIEN_BOMBARD.png|32px|left]] '''Bombard''' || align="center" | [[Cyberdisc (EU2012)|Cyberdisc]], Elite Muton, Heavy Floater || align="center" | ''Throw or launch grenades over exceptionally long distances.''
|-
| align="center" |[[File:ALIEN_LEAP.png|32px|left]] '''Leap''' || align="center" |[[Thin Man (EU2012)|Thin Man]], Chryssalid|| align="center" | ''Allows vertical leaps onto elevated surfaces during movement.''
|-
| align="center" |[[File:ALIEN_POISON.png|32px|left]] '''Poison Spit''' || align="center" |[[Thin Man (EU2012)|Thin Man]]|| align="center" | ''Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.''
|-
| align="center" |[[File:ALIEN_POISONCLAW.png|32px|left]] '''Poisonous Claws''' || align="center" | [[Chryssalid (EU2012)|Chryssalid]] || align="center" | ''Poison enemies wounded with melee attacks.''
|-
| align="center" |[[File:ALIEN_IMPLANT.png|32px|left]] '''Implant''' || align="center" | [[Chryssalid (EU2012)|Chryssalid]] || align="center" | ''Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid's attack (not from poison caused by Poisonous Claws).''
|-
| align="center" |[[File:PSIONIC MINDMERGE.png|32px|left]] '''Mind Merge''' || align="center" | [[Sectoid (EU2012)|Sectoid]] || align="center" | ''Psionically assisting an ally, granting the ally an array of stat bonuses.'' 
|-
| align="center" |[[File:PSIONIC_GREATERMINDMERGE.png|32px|left]] '''Greater Mind Merge''' || align="center" | [[Sectoid Commander (EU2012)|Sectoid Commander]] || align="center" | ''Merge minds with all lesser allies of the same species nearby, granting them +25 critical chance and +1 health.''
|-
| align="center" |[[File:PSIONIC_PSIDRAIN.png|32px|left]] '''Psi Drain''' || align="center" | [[Ethereal (EU2012) | Ethereal]] || align="center" | ''Drain health from an ally.''
|-
| align="center" |[[File:PSIONIC_PSILANCE.png|32px|left]] '''Psi Lance''' || align="center" | [[Ethereal (EU2012) | Ethereal]] || align="center" | ''Project a bolt of pure psi force at an enemy.''
|-
| colspan="3" |<center>'''[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Additions'''</center>
|-
| align="center" |[[File:REINFORCED ARMOR.png|32px|left]] '''Reinforced Armor''' || align="center" | [[Sectopod (EU2012)|Sectopod]] || align="center" | ''All incoming damage is reduced by 50%''
|-
| align="center" |[[File:PLASMA BARRAGE.png|32px|left]] '''Plasma Barrage''' || align="center" | [[Mechtoid (EU2012)|Mechtoid]] || align="center" | ''Twin-linked plasma mini-cannons allow the Mechtoid two shots in the same turn.''
|-
| align="center" |[[File:STRANGLE.png|32px|left]] '''Strangle''' || align="center" | [[Seeker (EU2012)|Seeker]] || align="center" | ''Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.''
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==See Also==
==See Also==
[[Soldiers (EU2012)|Soldiers]]
* [[Soldiers (EU2012)|Soldiers]]
 
* [[Classes (EU2012)|Soldier Classes]]
[[Classes (EU2012)|Soldier Classes]]
* [[Equipment (EU2012)|Equipment]]
 
* [[Alien Life Forms (EU2012)|Aliens]]
[[Equipment (EU2012)|Equipment]]
 
[[Category: Enemy Unknown (2012)]]


[[Category: Enemy Unknown (2012)]]
[[Category: Enemy Unknown (2012)]]
[[Category: Soldiers (EU2012)]]
[[Category: Aliens (EU2012)]]
[[Category: Tactical Guide (EU2012)]]

Latest revision as of 02:23, 23 February 2015

A list of all abilities can be found below, with their in-game descriptions. More information about Abilities and their uses can be found on the links on top of each category.

Class & Rank Abilities

These are special perks available to each class and rank. Up reaching a certain rank a soldier has to choose exclusively between two abilities.

Assault Abilties

Ability Rank Required Description
Run & Gun
Squaddie Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
Aggression
Corporal Confers +10% critical chance per enemy in sight (max +30%).
Tactical Sense
Corporal Confers +5 Defense per enemy in sight (max +20).
Close & Personal
Sergeant Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
EW DLC: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.
Lightning Reflexes
Sergeant Forces the first reaction shot against this unit each turn to miss.
Rapid Fire
Lieutenant Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Flush
Lieutenant Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
Bring 'Em On
Captain Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
Close Combat Specialist
Captain Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
Extra Conditioning
Major Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Killer Instinct
Colonel Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
Resilience
Colonel Confers immunity to critical hits.

Heavy Abilities

Ability Rank Required Description
Fire Rocket
Squaddie Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.
Bullet Swarm
Corporal Firing the primary weapon as the first action no longer ends the turn.
Holo-Targeting
Corporal Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
Shredder Rocket
Sergeant Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket's blast is weaker than a standard rocket's.
Suppression
Sergeant Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
HEAT Ammo
Lieutenant +100% to damage against robotic enemies.
EW DLC: Confers +50% damage against robotic enemies.
Rapid Reaction
Lieutenant Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
Grenadier
Captain Allows to carry 2 grenades in a single inventory slot.
EW DLC: Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus.
Danger Zone
Captain Increases hit area of rockets and suppression by 2 tiles.
Will to Survive
Major Reduces all normal damage taken by 2 if in cover and not flanked.
Rocketeer
Colonel Allows 1 additional standard rocket to be fired per battle.
Mayhem
Colonel Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.

Sniper Abilities

Ability Rank Required Description
Headshot
Squaddie 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. a.k.a. Precision Shot.
Squadsight
Corporal Allows firing at targets in any ally's sight radius.
EW DLC: Allows firing at targets in any ally's sight radius, but these targets cannot be critically hit unless using Headshot.
Snap Shot
Corporal Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
EW DLC: Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.
Damn Good Ground
Sergeant +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
Gunslinger
Sergeant Confers 2 bonus damage with pistols.
Disabling Shot
Lieutenant Allows the Sniper to fire a shot that causes the target'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
Battle Scanner
Lieutenant Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
Executioner
Captain +10% Aim against targets with less than 50% Health.
Opportunist
Captain Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Low Profile
Major Makes partial cover count as full.
In The Zone
Colonel Killing a flanked or uncovered target with the sniper rifle does not cost an action.
Double Tap
Colonel Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down.

Support Abilities

Ability Rank Required Description
Smoke Grenade
Squaddie Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.
Sprinter
Corporal Allows the support to move 3 additional tiles.
Covering Fire
Corporal Allows reaction shot to trigger on enemy attacks, not just movement.
EW DLC: The reaction fire now happens before the enemy attacks, not after.
Field Medic
Sergeant Allows medikits to be used 3 times per battle instead of once.
Smoke and Mirrors
Sergeant Allows 1 additional use of Smoke Grenade each mission.
EW DLC: Allows two extra uses of Smoke Grenade each mission, for a total of three.
Revive
Lieutenant Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
Rifle Suppression
Lieutenant Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
Combat Drugs
Captain Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.
Dense Smoke
Captain Smoke Grenades have increased area of effect and further increase units' Defense by 20. (Also grants +20 Aim Bonus)
Deep Pockets
Major Confers an additional item slot in inventory.
EW DLC: All limited-use items in your inventory receive one extra use.
Savior
Colonel Medikits restore 4 more health per use.
Sentinel
Colonel Allows two reaction shots during Overwatch, instead of only one.

Psionic Abilities

Ability Rank Required Description
Mindfray
Psionic 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.
Psi Inspiration
Specialist Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by 30 for 3 turns. 4 turn cooldown.
Psi Panic
Specialist Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.
Telekinetic Field
Operative Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting 40 Defense to both allies and enemies within the field. 5 turn cooldown.
Mind Control
Operative Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. 5 turn cooldown.
Rift
Special Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown. Only available at a certain time in the story.

MEC Trooper Abilities

Ability Rank Required Description
Shock-Absorbent Armor
Squaddie (Assault) Damage received from enemies within 4 tiles is reduced by 33%.
Body Shield
Squaddie (Heavy) The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.
Platform Stability
Squaddie (Sniper) Any shots taken without moving have +10 Aim and +10% critical chance.
Distortion Field
Squaddie (Support) Nearby allies in cover receive +10 Defense.
Collateral Damage
Squaddie Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.
Advanced Fire Control
Corporal Shots from Overwatch no longer suffer any Aim penalty.
Automated Threat Assessment
Corporal Confers +15 Defense when in Overwatch. Cancelled when the MEC fires.
Vital-Point Targeting
Sergeant Confers 2 bonus damage against targets that have been autopsied.
Damage Control
Sergeant When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns.
Jet Boot Module
Lieutenant When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn. Has an unlisted 1-turn cooldown.
One For All
Lieutenant When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.
Repair Servos
Captain Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.
Expanded Storage
Captain Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.
Overdrive
Major Firing the MEC's primary weapon as the first action no longer ends the turn.
Absortion Fields
Colonel Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.
Reactive Targeting Sensors
Colonel MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so.

Officer Training School Abilities

These abilities can be obtained/purchased through building an Officer Training School. They have a monetary cost and require specific ranks to be purchased/activated.

OTS Abilities
Ability Rank Required Cost Description
Wet Work
Sergeant §125 +25% experience gained from kills
Squad Size I
Sergeant §50 Squad size increased to 5 soldiers
Rapid Recovery
Lieutenant §150 Soldiers heal twice as fast from wounds taken in combat.
Squad Size II
Captain §75 Squad size increased to 6 soldiers.
Iron Will
Major (EU)
Sergeant (EW)
§200 Soldiers receive a larger Will bonus each time they are promoted.

(Adds between 2-6 extra Will increases per promotion on top of the default +2-6)

New Guy
Major §250 New soldiers are automatically promoted to the "Squaddie" rank.
Don't Die On Me
Colonel §275 The higher the rank, the more likely the soldier will be critically wounded instead of killed (Enemy Unknown Only)
Lead by Example
Lieutenant §50 The Squad leader substitutes his or her Will for that of all nearby lower Will squadmates (Enemy Within Only)

General Abilities/Penalties

These are general human abilities and penalties - many are provided by the presence or use of selected equipment or other game features (terrain). The penalties occurring from loss of comrades, injuries, etc. are also listed here.

Equipment Abilities
Ability Requirement Description
Move
None No description, icon present on game textures. Shared with all aliens.
Fire
None Does up to X damage.Also shared with most aliens.
Overwatch
None Fire on the first enemy that moves within your line of sight at a small Aim penalty. - Also shared with most aliens.
Reload
None Reload your weapon. Also shared with most aliens.
Hunker Down
Cover Doubles cover bonus and provides immunity to critical hits, but reduces sight radius.
Frag Grenade
Frag Grenade Does X damage.
Alien Grenade
Alien Grenade Does X damage. - Also shared with some aliens.
Head Down
Civilian VIPs Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.
Heal Wound
Medikit Use the Medikit to heal up to 4 Health Points (or more if the soldier is a properly trained Support class.)
Stabilize
Medikit Use the Medikit to stabilize a critically injured soldier.
Grapple Hook
Skeleton Suit
Ghost Armor
Use the grappling hook to reach high locations.
Stealth
Ghost Armor The Ghost Armor's stealth systems can be activated up to 4 times per battle. Activating Ghost Mode does not cost an action or end the wearer'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.
Stun
Arc Thrower Can incapacitate enemy targets within a range of 2. Higher chance if the target's health is at 3 HP or below. - Some alien species have the Stun Immunity ability as a counterpart.
Combat Stims
Combat Stims Use combat stimulants to temporarily increase soldier's stats. Incoming damage cut by 50%(rounded down), +40 Will against Panic and +3 Movement.
Elevated Ground
Terrain All units receive offensive bonuses against enemies on lower ground. - Also shared with aliens.
Airborne
Archangel Armor Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel. - Also shared with flying aliens.
Evasion
Archangel Armor Enemies targeting this unit when it is airborne suffer a -10% Aim penalty. - Also shared with flying aliens. Stacks with penalties for enemy being higher.
Hardened
S.H.I.V. Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.". Also shared with some aliens.
Robotic
S.H.I.V. Robotic units are immune to Psi and poison attacks. Also shared with some aliens.
Poison Immunity
Titan Armor Unit is immune to Poison attacks and effects.
Drone Hack
Arc Thrower Bring an enemy drone under your control.
Repair SHIV
Arc Thrower Repairs robotic units.
Chitin Plating
Chitin Plating Confers extra protection that reduces incoming melee damage by 50% and grants +4 health.
Mind Shield
Mind Shield A device that protects the wearer's mind, increasing their Will.
Battle Fatigue
Combat injuries This unit has suffered combat wounds, weakening its Will.
Fallen Comrades
Combat losses An ally has fallen, weakening this unit's Will.
Panicked
Combat injuries/losses Panicked units have a chance to move or act unpredictably.
Hallucinating
Mind Fray attack Hallucinating units have their Aim, Mobility and Will affected.
Critically Injured
Combat injuries Critically wounded units will bleed out after a short time unless Stabilized or Revived by a Medikit.
Enemy Within Additions
Comm Array Hack.
Covert Operative See link
Flashbang Grenade
Flashbang Grenade See link
Gas Grenade
Gas Grenade See link
Ghost Grenade
Ghost Grenade See link
MEC Close Combat
MEC Trooper See link
Mimic Beacon
Mimic Beacon See link
Needle Grenade
Needle Grenade See link
Reaper Rounds
Reaper Rounds See link
Respirator Implant
Respirator Implant See link'
S.C.O.P.E.
S.C.O.P.E. See link
Sentinel Module
Sentinel Drone See link

Unique Alien Abilities

Ability Species Description
Melee Only
Berserker
Chryssalid
Unit may not use ranged weapons.
Cluster Bomb
Sectopod Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.
Overload
Drone Overload the unit's own power source, destroying the unit but causing explosive damage similar to a grenade's. Note - Although the description implies the drone will self-destruct, on Classic or Impossible difficulty it has enough health to survive the 3 damage explosion.
Repair
Drone Repairs robotic units.
Cannon Fire
Sectopod 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).
Destroy Terrain
Sectopod Destroy Terrain or other environmental annoyances at will. - Icon uncertain.
Close
Cyberdisc Switch to closed mode for increased defense. Allows Death Blossom attack.
Blood Call
Muton Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. (+10% aim, +10 will, +4 move)
Intimidate
Muton Reacts unpredictably when wounded, provoking panic in enemies.
Bloodlust
Berserker Allows the Berserker to charge an enemy that wounds it.
Bull Rush
Berserker Charge in a straight line through cover to unleash a devastating melee attack
Death Blossom
Cyberdisc Project an intense energy field from Closed position, damaging all nearby enemies.
Launch
Floater Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.
Bombard
Cyberdisc, Elite Muton, Heavy Floater Throw or launch grenades over exceptionally long distances.
Leap
Thin Man, Chryssalid Allows vertical leaps onto elevated surfaces during movement.
Poison Spit
Thin Man Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.
Poisonous Claws
Chryssalid Poison enemies wounded with melee attacks.
Implant
Chryssalid Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid's attack (not from poison caused by Poisonous Claws).
Mind Merge
Sectoid Psionically assisting an ally, granting the ally an array of stat bonuses.
Greater Mind Merge
Sectoid Commander Merge minds with all lesser allies of the same species nearby, granting them +25 critical chance and +1 health.
Psi Drain
Ethereal Drain health from an ally.
Psi Lance
Ethereal Project a bolt of pure psi force at an enemy.
Enemy Within Additions
Reinforced Armor
Sectopod All incoming damage is reduced by 50%
Plasma Barrage
Mechtoid Twin-linked plasma mini-cannons allow the Mechtoid two shots in the same turn.
Strangle
Seeker Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.

See Also