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<table {{StdCenterTable}} width="100%">
<table {{StdCenterTable}} width="100%">
<tr {{StdDescTable_Heading}}><th align="center" width="40">Class</th><th width="80">Primary Weapon</th><th width="40">Description</th><th width="240">Class Unique Abilities</th></tr>
<tr {{StdDescTable_Heading}}><th align="center" width="40">Class</th><th width="80">Primary Weapon</th><th width="40">Description</th><th width="240">Secondary Weapon</th></tr>
<tr><td align="center">Rookie</td><td>[[Assault Rifle (EU2012)|Assault Rifle]]<br></td><td>Your basic recruit.  Abilities are (generally) available to all classes.</td><td align="left">'''Fire''' - Shoot the enemy<br>'''Overwatch''' - Takes a shot at the next enemy that moves into sight range.<br>'''Reload''' - Spend a full action to reload weapon.<br>'''Hunker''' - Provides a defensive bonus.</td></tr>
<tr><td align="center">Rookie</td><td>[[Assault Rifle (EU2012)|Assault Rifle]]<br></td><td>Your basic recruit.  Abilities are (generally) available to all classes.</td><td align="left">[[Pistol (EU2012)|Pistol]]<br>[[Laser Pistol (EU2012)|Laser Pistol]]<br>[[Plasma Pistol (EU2012)|Plasma Pistol]]</td></tr>
<tr><td align="center">Assault</td><td>[[Shotgun (EU2012)|Shotgun]]<br>[[Scatter Laser (EU2012)|Scatter Laser]]<br>[[Alloy Cannon (EU2012)|Alloy Cannon]]</td><td>Close combat unit</td><td align="left">'''Run & Gun''' - Unit can fire after dashing<br>'''Combat Stim''' - Increases stats and reduce damage taken</td></tr>
<tr><td align="center">Assault</td><td>[[Shotgun (EU2012)|Shotgun]]<br>[[Scatter Laser (EU2012)|Scatter Laser]]<br>[[Alloy Cannon (EU2012)|Alloy Cannon]]</td><td>Close combat unit</td><td align="left">[[Pistol (EU2012)|Pistol]]<br>[[Laser Pistol (EU2012)|Laser Pistol]]<br>[[Plasma Pistol (EU2012)|Plasma Pistol]]</td></tr>
<tr><td align="center">Sniper</td><td>[[Sniper Rifle]]<br>[[Laser Sniper Rifle]]<br>[[Plasma Sniper Rifle]]<br></td><td>Long-range accurate fire</td><td align="left">'''Squad Sight''' - Fire at enemy seen by any  squad member<br>'''In The Zone''' - Additional shot after a critical hit<br>'''Snap Shot''' - Quick shot after movement<br>'''Double Tap''' - Both actions can be used for Standard/Precision/Disabling Shot<br>'''Improved Overwatch''' - Unit continues firing as long as it hits the target<br></td></tr>
<tr><td align="center">Sniper</td><td>[[Sniper Rifle]]<br>[[Laser Sniper Rifle]]<br>[[Plasma Sniper Rifle]]<br></td><td>Long-range accurate fire</td><td align="left">[[Pistol (EU2012)|Pistol]]<br>[[Laser Pistol (EU2012)|Laser Pistol]]<br>[[Plasma Pistol (EU2012)|Plasma Pistol]]<br></td></tr>
<tr><td align="center">Heavy</td><td>[[SMG (EU2012)|SMG]]<br>[[Heavy Laser(EU2012)|Heavy Laser]]<br>[[Heavy Plasma(EU2012)|Heavy Plasma]]</td><td>High-caliber firepower</td><td align="left">'''Supression''' - Reduce target Aim by 30% and free shot if the target moves<br>'''Focused Suppression''' - Reduce target Aim by 65% and free shot if the target moves<br>'''Tracer Beam Rounds''' - If hit alien takes extra damage from entire squad</td></tr>
<tr><td align="center">Heavy</td><td>[[SMG (EU2012)|SMG]]<br>[[Heavy Laser(EU2012)|Heavy Laser]]<br>[[Heavy Plasma(EU2012)|Heavy Plasma]]</td><td>High-caliber firepower</td><td align="left">[[Rocket Launcher (EU2012)|Rocket Launcher]]</td></tr>
<tr><td align="center">Support</td><td>[[(Assault Rifle (EU2012)|Assault Rifle]]<br>[[Laser Rifle (EU2012)|Laser Rifle]]<br>[[Plasma Rifle (EU2012)|Plasma Rifle]]<br></td><td>Medic / Grenadier<br>Jack of all trades</td><td align="left">'''Smoke Grenade''' - Smoke Cover<br>'''Rifle Suppression''' - Reduce target aim by 15% and take free shot if target moves<br>'''????????''' - Increases movement range</td></tr>
<tr><td align="center">Support</td><td>[[(Assault Rifle (EU2012)|Assault Rifle]]<br>[[Laser Rifle (EU2012)|Laser Rifle]]<br>[[Plasma Rifle (EU2012)|Plasma Rifle]]<br></td><td>Medic / Grenadier<br>Jack of all trades</td><td align="left">[[Pistol (EU2012)|Pistol]]<br>[[Laser Pistol (EU2012)|Laser Pistol]]<br>[[Plasma Pistol (EU2012)|Plasma Pistol]]</td></tr>
<tr><td align="center">Psionic</td><td>[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]</td><td>Mental powers</td><td align="left">'''Mind Control''' - Control of enemy for 5 turns<br>'''Panic'''<br>'''Rift''' - Creates a devastating psionic storm</td></tr>
<tr><td align="center">Psionic</td><td>[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]</td><td>Mental powers</td><td align="left"></td></tr>
</table><br />
</table><br />


 
It has been hinted that the Psionic class is not so much a full class as a sub-class so there is the potential for Psionic Snipers, Psionic Assaults, etc.
It has been hinted that the Psionic class is not so much a full class as a sub-class so there is the potential for Psionic Snipers, Psionic Assaults, etc.  Jake Solomon and the Firaxis development team have been very tight lipped about Psionics so all we know is that they will be in the game in some form.


==Ranks==
==Ranks==

Revision as of 00:50, 21 September 2012

Soldiers are your most important and valuable unit in Enemy Unknown 2012 and their death on the battlefield is permanent. Soldiers have distinct classes and their status can be checked at XCOM HQ's Barracks facility, where you can also hire new soldiers. They can be equipped with armor, weapons and other equipment as required and available at the Armory. Soldiers may also be assigned to the Officer Training School in order to progress in rank and gain specific squad abilities.

Soldier Attributes

All of the following can be edited by the player:

  • First and Last Name
  • Nickname (earned at Sergeant rank)
  • Race, Voice, Head, Skin Color, Hair, Hair Color and Facial Hair

Non-editable attributes

  • Gender
  • Rank
    • Rookie
    • Squaddie
    • Corporal
    • Sergeant
    • Lieutenant
    • Captain
    • Major
    • Colonel
  • Country
  • Class
    • Heavy
    • Assault
    • Sniper
    • Support
    • Psionic (late game class)

Stats

The soldier's abilities (moving, firing, etc.) during tactical combat are defined by its stats. A soldier's stats can be improved through experience gained in missions.

  • Health Points
  • Will
  • Defense
  • Aim

Classes

All soldiers start as rookies and their class is only revealed after being promoted to Squaddie. Each class has unique abilities, passive bonuses, as well as 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.

ClassPrimary WeaponDescriptionSecondary Weapon
RookieAssault Rifle
Your basic recruit. Abilities are (generally) available to all classes.Pistol
Laser Pistol
Plasma Pistol
AssaultShotgun
Scatter Laser
Alloy Cannon
Close combat unitPistol
Laser Pistol
Plasma Pistol
SniperSniper Rifle
Laser Sniper Rifle
Plasma Sniper Rifle
Long-range accurate firePistol
Laser Pistol
Plasma Pistol
HeavySMG
Heavy Laser
Heavy Plasma
High-caliber firepowerRocket Launcher
SupportAssault Rifle
Laser Rifle
Plasma Rifle
Medic / Grenadier
Jack of all trades
Pistol
Laser Pistol
Plasma Pistol
PsionicPlasma Light RifleMental powers


It has been hinted that the Psionic class is not so much a full class as a sub-class so there is the potential for Psionic Snipers, Psionic Assaults, etc.

Ranks

Each soldier also has a rank. As he/she progresses through the ranks it will gain additional combat abilities or provide leadership skills purchased through the Officer Training School, from Captain upwards. The known ranks are:

  • Rookie
  • Squaddie
  • Corporal
  • Sergeant
  • Lieutenant
  • Captain
  • Major
  • Colonel

Abilities/Perks

Perks are special abilities given to specific classes or the entire squad. They can be acquired through the following:

  • Soldier can choose between two abilities on level up (exclusively)
  • Presence of high rank officers
  • Equipment research and upgrades
    • Damn Good Ground - Grapple Hook
    • Heal Wound - Use the Medi-Kit to heal up to 8 HP
    • Improved Heal