Abilities (EU2012): Difference between revisions
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These are special perks available to each class and rank. Up reaching a certain rank a soldier has to choose exclusively between two 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 (EU2012)|Assault]] Abilties=== | |||
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| align="center" |[[File:ASSAULT RESILLIENCE.png|32px|left]] '''Resilience''' || align="center" | Colonel || align="center" | ''Confers immunity to critical hits.'' | | align="center" |[[File:ASSAULT RESILLIENCE.png|32px|left]] '''Resilience''' || align="center" | Colonel || align="center" | ''Confers immunity to critical hits.'' | ||
|} | |} | ||
===[[Heavy (EU2012)|Heavy]] Abilities=== | |||
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| 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.'' | | 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.'' | ||
| | |} | ||
===[[Sniper (EU2012)|Sniper]] Abilities=== | |||
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| 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'''. | | 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'''. | ||
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| align="center" style="background: #F2F2F2" |[[File:SNIPER SQUADSIGHT.png|32px|left]] ''' | | 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.'' | ||
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| 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" 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.'' | ||
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| 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.'' | | 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.'' | ||
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===[[Support (EU2012)|Support]] Abilities=== | |||
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| align="center" |[[File:SUPPORT SENTINEL.png|32px|left]]'''Sentinel''' || align="center" | Colonel || align="center" | ''Allows two reaction shots during Overwatch, instead of only one.'' | | align="center" |[[File:SUPPORT SENTINEL.png|32px|left]]'''Sentinel''' || align="center" | Colonel || align="center" | ''Allows two reaction shots during Overwatch, instead of only one.'' | ||
|} | |} | ||
===[[Psionic (EU2012)|Psionic]] Abilities=== | |||
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| 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. | | 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. | ||
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===[[MEC Trooper (EU2012)|MEC Trooper]] Abilities=== | |||
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| [[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.'' | | [[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== | ||
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| 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: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 | ||
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| align="center" |[[File:SENTINEL MODULE ICON.png|32px|left]] '''Sentinel Module''' || align="center" | [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]] || align="center" | See link | |||
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==See Also== | ==See Also== | ||
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 |
|---|---|---|
| Squaddie | Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown. | |
| Corporal | Confers +10% critical chance per enemy in sight (max +30%). | |
| Corporal | Confers +5 Defense per enemy in sight (max +20). | |
| 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. | |
| Sergeant | Forces the first reaction shot against this unit each turn to miss. | |
| Lieutenant | Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim. | |
| Lieutenant | Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage. | |
| Captain | Adds 1 damage on critical hits for each enemy the squad can see (up to 5). | |
| Captain | Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. | |
| Major | Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus. | |
| Colonel | Activating Run & Gun now also grants +50% critical damage for the rest of the turn. | |
| Colonel | Confers immunity to critical hits. |
Heavy Abilities
| Ability | Rank Required | Description |
|---|---|---|
| Squaddie | Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. | |
| Corporal | Firing the primary weapon as the first action no longer ends the turn. | |
| Corporal | Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies. | |
| 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. | |
| Sergeant | Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty. | |
| Lieutenant | +100% to damage against robotic enemies. EW DLC: Confers +50% damage against robotic enemies. | |
| Lieutenant | Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. | |
| 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. | |
| Captain | Increases hit area of rockets and suppression by 2 tiles. | |
| Major | Reduces all normal damage taken by 2 if in cover and not flanked. | |
| Colonel | Allows 1 additional standard rocket to be fired per battle. | |
| Colonel | Confers additional damage based on weapon tech level to Suppression and all area-effect abilities. |
Sniper Abilities
| Ability | Rank Required | Description |
|---|---|---|
| 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. | |
| 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. | |
| 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. | |
| Sergeant | +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses. | |
| Sergeant | Confers 2 bonus damage with pistols. | |
| 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 | |
| Lieutenant | Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle. | |
| Captain | +10% Aim against targets with less than 50% Health. | |
| Captain | Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits. | |
| Major | Makes partial cover count as full. | |
| Colonel | Killing a flanked or uncovered target with the sniper rifle does not cost an action. | |
| Colonel | Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down. |
Support Abilities
| Ability | Rank Required | Description |
|---|---|---|
| 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. | |
| Corporal | Allows the support to move 3 additional tiles. | |
| 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. | |
| Sergeant | Allows medikits to be used 3 times per battle instead of once. | |
| 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. | |
| Lieutenant | Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them. | |
| Lieutenant | Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim. | |
| Captain | Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. | |
| Captain | Smoke Grenades have increased area of effect and further increase units' Defense by 20. (Also grants +20 Aim Bonus) | |
| Major | Confers an additional item slot in inventory. EW DLC: All limited-use items in your inventory receive one extra use. | |
| Colonel | Medikits restore 4 more health per use. | |
| Colonel | Allows two reaction shots during Overwatch, instead of only one. |
Psionic Abilities
MEC Trooper Abilities
| Ability | Rank Required | Description |
|---|---|---|
| Squaddie (Assault) | Damage received from enemies within 4 tiles is reduced by 33%. | |
| Squaddie (Heavy) | The nearest visible enemy suffers -20 Aim and cannot critically hit this unit. | |
| Squaddie (Sniper) | Any shots taken without moving have +10 Aim and +10% critical chance. | |
| Squaddie (Support) | Nearby allies in cover receive +10 Defense. | |
| Squaddie | Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits. | |
| Corporal | Shots from Overwatch no longer suffer any Aim penalty. | |
| Corporal | Confers +15 Defense when in Overwatch. Cancelled when the MEC fires. | |
| Sergeant | Confers 2 bonus damage against targets that have been autopsied. | |
| Sergeant | When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns. | |
| Lieutenant | When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn. Has an unlisted 1-turn cooldown. | |
| Lieutenant | When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture. | |
| Captain | Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle. | |
| Captain | Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%. | |
| Major | Firing the MEC's primary weapon as the first action no longer ends the turn. | |
| Colonel | Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number. | |
| 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.
| Ability | Rank Required | Cost | Description |
|---|---|---|---|
| Sergeant | §125 | +25% experience gained from kills | |
| Sergeant | §50 | Squad size increased to 5 soldiers | |
| Lieutenant | §150 | Soldiers heal twice as fast from wounds taken in combat. | |
| Captain | §75 | Squad size increased to 6 soldiers. | |
| 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) | |
| Major | §250 | New soldiers are automatically promoted to the "Squaddie" rank. | |
| Colonel | §275 | The higher the rank, the more likely the soldier will be critically wounded instead of killed (Enemy Unknown Only) | |
| 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.
| Ability | Requirement | Description |
|---|---|---|
| None | No description, icon present on game textures. Shared with all aliens. | |
| None | Does up to X damage.Also shared with most aliens. | |
| None | Fire on the first enemy that moves within your line of sight at a small Aim penalty. - Also shared with most aliens. | |
| None | Reload your weapon. Also shared with most aliens. | |
| Cover | Doubles cover bonus and provides immunity to critical hits, but reduces sight radius. | |
| Frag Grenade | Does X damage. | |
| Alien Grenade | Does X damage. - Also shared with some aliens. | |
| Civilian VIPs | Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover. | |
| Medikit | Use the Medikit to heal up to 4 Health Points (or more if the soldier is a properly trained Support class.) | |
| Medikit | Use the Medikit to stabilize a critically injured soldier. | |
| Skeleton Suit Ghost Armor |
Use the grappling hook to reach high locations. | |
| 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. | |
| 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 | Use combat stimulants to temporarily increase soldier's stats. Incoming damage cut by 50%(rounded down), +40 Will against Panic and +3 Movement. | |
| Terrain | All units receive offensive bonuses against enemies on lower ground. - Also shared with aliens. | |
| Archangel Armor | Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel. - Also shared with flying aliens. | |
| 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. | |
| S.H.I.V. | Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.". Also shared with some aliens. | |
| S.H.I.V. | Robotic units are immune to Psi and poison attacks. Also shared with some aliens. | |
| Titan Armor | Unit is immune to Poison attacks and effects. | |
| Arc Thrower | Bring an enemy drone under your control. | |
| Arc Thrower | Repairs robotic units. | |
| Chitin Plating | Confers extra protection that reduces incoming melee damage by 50% and grants +4 health. | |
| Mind Shield | A device that protects the wearer's mind, increasing their Will. | |
| Combat injuries | This unit has suffered combat wounds, weakening its Will. | |
| Combat losses | An ally has fallen, weakening this unit's Will. | |
| Combat injuries/losses | Panicked units have a chance to move or act unpredictably. | |
| Mind Fray attack | Hallucinating units have their Aim, Mobility and Will affected. | |
| Combat injuries | Critically wounded units will bleed out after a short time unless Stabilized or Revived by a Medikit. | |
| Covert Operative | See link | |
| Flashbang Grenade | See link | |
| Gas Grenade | See link | |
| Ghost Grenade | See link | |
| MEC Trooper | See link | |
| Mimic Beacon | See link | |
| Needle Grenade | See link | |
| Reaper Rounds | See link | |
| Respirator Implant | See link' | |
| S.C.O.P.E. | See link | |
| Sentinel Drone | See link | |
Unique Alien Abilities
| Ability | Species | Description |
|---|---|---|
| Berserker Chryssalid |
Unit may not use ranged weapons. | |
| Sectopod | Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs. | |
| 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. | |
| Drone | Repairs robotic units. | |
| 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). | |
| Sectopod | Destroy Terrain or other environmental annoyances at will. - Icon uncertain. | |
| Cyberdisc | Switch to closed mode for increased defense. Allows Death Blossom attack. | |
| 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) | |
| Muton | Reacts unpredictably when wounded, provoking panic in enemies. | |
| Berserker | Allows the Berserker to charge an enemy that wounds it. | |
| Berserker | Charge in a straight line through cover to unleash a devastating melee attack | |
| Cyberdisc | Project an intense energy field from Closed position, damaging all nearby enemies. | |
| Floater | Move anywhere on the battlefield in a single turn. Launch cannot be used indoors. | |
| Cyberdisc, Elite Muton, Heavy Floater | Throw or launch grenades over exceptionally long distances. | |
| Thin Man, Chryssalid | Allows vertical leaps onto elevated surfaces during movement. | |
| Thin Man | Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield. | |
| Chryssalid | Poison enemies wounded with melee attacks. | |
| Chryssalid | Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid's attack (not from poison caused by Poisonous Claws). | |
| Sectoid | Psionically assisting an ally, granting the ally an array of stat bonuses. | |
| Sectoid Commander | Merge minds with all lesser allies of the same species nearby, granting them +25 critical chance and +1 health. | |
| Ethereal | Drain health from an ally. | |
| Ethereal | Project a bolt of pure psi force at an enemy. | |
| Sectopod | All incoming damage is reduced by 50% | |
| Mechtoid | Twin-linked plasma mini-cannons allow the Mechtoid two shots in the same turn. | |
| Seeker | Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities. | |










































































































































