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<tr><td align="center"></td><td align="center>?????</td><td align="center">'''Rift'''</td><td>''Creates a devastating psionic storm''</td></tr>
<tr><td align="center"></td><td align="center>?????</td><td align="center">'''Rift'''</td><td>''Creates a devastating psionic storm''</td></tr>
</table>
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==Officer Training School Abilities==
==Equipment Abilities==


[[Category: Enemy Unknown (2012)]]
[[Category: Enemy Unknown (2012)]]

Revision as of 12:10, 21 September 2012

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.

General Abilities

Move - Either walk or dash.
Fire - Shoot the enemy
Overwatch - Takes a shot at the next enemy that moves into sight range.
Reload - Spend a full action to reload weapon.
Hunker - Provides a defensive bonus.

Class & Rank Abilities

ClassRankAbilityDescription
HeavySquaddieFire RocketFires a 6 damage rocket once per combat, requires both action points, one use
CorporalBullet Swarm
Holo-Targeting
Allows to shoot and then move or shoot twice
Gives +10% to Aim against your target for squad mates
SergeantShredder Rocket
Suppression
Gives a +33% bonus to damage against that target, deals less damage than standard, lasts 4 turns
-30% Aim to enemy, allows a reaction shot if the target moves
LieutenantHEAT Rounds
Rapid Reaction
+100% to damage against robotic enemies
Gives a second reaction fire if the first one was successful
CaptainGrenadier
Danger Zone
Allows to carry 2 grenades instead of 1, if grenades are carried
Increases hit area of rockets and suppression by 2 spaces
MajorSurvival
ColonelFocused Suppression
Tracer Beam Rounds
Reduce target Aim by 65% and free shot if the target moves
If hit alien takes extra damage from entire squad
SniperSquaddieHeadshot+30% to critical hits, cooldown 2 turns
CorporalSnap Shot
Squad Sight
Allows to make a shot with sniper after moving, this shot has -20% Aim
Allows to target enemies not seen by sniper but seen by squadmates, requires clear line of fire
SergeantLow Profile
?????
LieutenantBattle Scanner
?????
CaptainOpportunist
?????
Major
Colonel
AssaultSquaddieRun & GunAllows to move and make a shot, including at the end of dashing, can't use equipment, cooldown 3 turns
CorporalTactical Sense
Aggression
Gives +5 to Defense per enemy close to you, up to a maximum of +20
+10% to critical hit per enemy close to you up to 30%
SergeantLightning Reflexes
Close & Personal
Ignores first reaction fire on that turn
+30% to critical hit, reduces with distance
LieutenantRapid Fire
?????
Captain
Major
Colonel
SupportSquaddieSmoke GrenadeThrow a grenade that provides half cover in a radius, lasts 2 turns, one use
CorporalSprinter
Covering Fire
Increases movement by 3 squares per action point
Allows reaction fire against opponents who try to shoot
SergeantField Medic
?????
Gives 3 Medikits, if the unit is carrying them
LieutenantRevive
Rifle Suppression
Restores critically wounded operative to 33% health
-30% to target's Aim, gives reaction fire if target moves
Captain
Major
Colonel
Psionic?????Mind Probe?speculated
?????Panic
?????Mind ControlControl of enemy for 5 turns
?????RiftCreates a devastating psionic storm

Officer Training School Abilities

Equipment Abilities