Abilities (EU2012): Difference between revisions
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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> | </table> | ||
==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
| Class | Rank | Ability | Description |
|---|---|---|---|
| Heavy | Squaddie | Fire Rocket | Fires a 6 damage rocket once per combat, requires both action points, one use |
| Corporal | Bullet Swarm Holo-Targeting | Allows to shoot and then move or shoot twice Gives +10% to Aim against your target for squad mates | |
| Sergeant | Shredder 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 | |
| Lieutenant | HEAT Rounds Rapid Reaction | +100% to damage against robotic enemies Gives a second reaction fire if the first one was successful | |
| Captain | Grenadier Danger Zone | Allows to carry 2 grenades instead of 1, if grenades are carried Increases hit area of rockets and suppression by 2 spaces | |
| Major | Survival | ||
| Colonel | Focused 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 | |
| Sniper | Squaddie | Headshot | +30% to critical hits, cooldown 2 turns |
| Corporal | Snap 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 | |
| Sergeant | Low Profile ????? | ||
| Lieutenant | Battle Scanner ????? | ||
| Captain | Opportunist ????? | ||
| Major | |||
| Colonel | |||
| Assault | Squaddie | Run & Gun | Allows to move and make a shot, including at the end of dashing, can't use equipment, cooldown 3 turns |
| Corporal | Tactical 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% | |
| Sergeant | Lightning Reflexes Close & Personal | Ignores first reaction fire on that turn +30% to critical hit, reduces with distance | |
| Lieutenant | Rapid Fire ????? | ||
| Captain | |||
| Major | |||
| Colonel | |||
| Support | Squaddie | Smoke Grenade | Throw a grenade that provides half cover in a radius, lasts 2 turns, one use |
| Corporal | Sprinter Covering Fire | Increases movement by 3 squares per action point Allows reaction fire against opponents who try to shoot | |
| Sergeant | Field Medic ????? | Gives 3 Medikits, if the unit is carrying them | |
| Lieutenant | Revive 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 Control | Control of enemy for 5 turns | |
| ????? | Rift | Creates a devastating psionic storm |