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Your soldiers' actions on the battlefield | Your soldiers' actions on the battlefield can influenced by their individual abilities, which are given by their rank, class, equipment and/or perks purchased through the Officer Training School. | ||
==Class & Rank Abilities== | ==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. Click on each column to sort contents alphabetically. | 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. | ||
<table {{StdCenterTable}} width="100%" class="sortable"> | <table {{StdCenterTable}} width="100%" class="sortable"> | ||
<tr {{StdDescTable_Heading}}><th align=" | <tr {{StdDescTable_Heading}}><th align="left" width="70">Ability</th><th align="left" width="30">Class</th><th align="left" width="60">Rank Required</th><th align="left" width="240">Description</th></tr> | ||
<tr><td align=" | <tr><td align="left">'''Run & Gun'''</td><td align="left">Assault</td><td align="left">Squaddie</td><td align="left">''Allows to move and make a shot, including at the end of dashing, can't use equipment, cooldown 3 turns.''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Tactical Sense'''</td><td align="left">Assault</td><td align="left">Corporal A</td><td align="left">''Confers +5 Defense per enemy in sight (max +20).''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Aggression'''</td><td align="left">Assault</td><td align="left">Corporal B</td><td align="left">''Confers +10% critical chance per enemy in sight (max +30%).''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Lightning Reflexes'''</td><td align="left">Assault</td><td align="left">Sergeant A</td><td align="left">''Forces the first reaction shot against this unit each turn to miss.''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Close & Personal'''</td><td align="left">Assault</td><td align="left">Sergeant B</td><td align="left">''Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Rapid Fire'''</td><td align="left">Assault</td><td align="left">Lieutenant A</td><td align="left">Allow for two shots, with potentially twice the damage inflicted but at a lower accuracy</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Unknown'''</td><td align="left">Assault</td><td align="left">Lieutenant B</td><td align="left">Not yet revealed</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Unknown'''</td><td align="left">Assault</td><td align="left">Captain A</td><td align="left">Not yet revealed</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Unknown'''</td><td align="left">Assault</td><td align="left">Captain B</td><td align="left">Not yet revealed</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Unknown'''</td><td align="left">Assault</td><td align="left">Major</td><td align="left">Not yet revealed</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Unknown'''</td><td align="left">Assault</td><td align="left">Colonel A</td><td align="left">Not yet revealed</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Unknown'''</td><td align="left">Assault</td><td align="left">Colonel B</td><td align="left">Not yet revealed</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Rushing?'''</td><td align="left">Assault</td><td align="left">Unknown</td><td align="left">Mentioned in one video?</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Fire Rocket'''</td><td align="left">Heavy</td><td align="left">Squaddie</td><td align="left">''Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Bullet Swarm'''</td><td align="left">Heavy</td><td align="left">Corporal A</td><td align="left">''Firing the primary weapon as the first action no longer ends the turn.''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Holo-Targeting'''</td><td align="left">Heavy</td><td align="left">Corporal B</td><td align="left">''Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Shredder Rocket'''</td><td align="left">Heavy</td><td align="left">Sergeant A</td><td align="left">''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 ???''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Suppression'''</td><td align="left">Heavy</td><td align="left">Sergeant B</td><td align="left">''Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''HEAT Rounds'''</td><td align="left">Heavy</td><td align="left">Lieutenant A</td><td align="left">+100% to damage against robotic enemies</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Rapid Reaction'''</td><td align="left">Heavy</td><td align="left">Lieutenant B</td><td align="left">Gives a second reaction fire if the first one was successful</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Grenadier'''</td><td align="left">Heavy</td><td align="left">Captain A</td><td align="left">Allows to carry 2 grenades instead of 1, if grenades are carried</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Danger Zone'''</td><td align="left">Heavy</td><td align="left">Captain B</td><td align="left">Increases hit area of rockets and suppression by 2 spaces</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Survival'''</td><td align="left">Heavy</td><td align="left">Major</td><td align="left">No details available</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Focused Suppression'''</td><td align="left">Heavy</td><td align="left">Colonel A</td><td align="left">Reduce target Aim by 65% and free shot if the target moves</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Tracer Beam Rounds'''</td><td align="left">Heavy</td><td align="left">Colonel B</td><td align="left">If hit alien takes extra damage from entire squad</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Headshot'''</td><td align="left">Sniper</td><td align="left">Squaddie</td><td align="left">''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.''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Snap Shot'''</td><td align="left">Sniper</td><td align="left">Corporal A</td><td align="left">''Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Squad Sight'''</td><td align="left">Sniper</td><td align="left">Corporal B</td><td align="left">''Allows firing at targets in any ally's sight radius.''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Low Profile'''</td><td align="left">Sniper</td><td align="left">Sergeant A</td><td align="left">Makes partial cover count as full cover</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Battle Scanner'''</td><td align="left">Sniper</td><td align="left">Lieutenant A</td><td align="left">Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle</tr> | ||
<tr><td align=" | <tr><td align="left">'''Opportunist'''</td><td align="left">Sniper</td><td align="left">Captain A</td><td align="left">+10% Aim against targets with less than 50% Health''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Damn Good Ground'''</td><td align="left">Sniper</td><td align="left">Major</td><td align="left">+10% Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Double Tap'''</td><td align="left">Sniper</td><td align="left">Colonel A</td><td align="left">Both actions can be used for Standard/Precision/Disabling Shot<br></td></tr> | ||
<tr><td align=" | <tr><td align="left">'''In The Zone'''</td><td align="left">Sniper</td><td align="left">Unknown</td><td align="left">Additional shot after a critical hit</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Improved Overwatch</td><td align="left">Sniper</td><td align="left">Unknown</td><td align="left">Unit continues firing as long as it hits the target</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Gunslinger'''</td><td align="left">Sniper</td><td align="left">Unknown</td><td align="left">Confers 2 bonus damage with pistols</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Disabling Round'''</td><td align="left">Sniper</td><td align="left">Unknown</td><td align="left">Shot to disable alien's main weapon, alien may to fix the weapon, no critical hits, 2 turn cooldown</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Smoke Grenade'''</td><td align="left">Support</td><td align="left">Squaddie</td><td align="left">''Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Sprinter'''</td><td align="left">Support</td><td align="left">Corporal A</td><td align="left">''Allows the support to move 3 additional tiles.''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Covering Fire'''</td><td align="left">Support</td><td align="left">Corporal B</td><td align="left">''Allows reaction shot to trigger on enemy attacks, not just movement.''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Field Medic'''</td><td align="left">Support</td><td align="left">Sergeant A</td><td align="left">Gives 3 Medikits, if the support is carrying them</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Unknown'''</td><td align="left">Support</td><td align="left">Sergeant B</td><td align="left">Not yet revealed</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Revive'''</td><td align="left">Support</td><td align="left">Lieutenant A</td><td align="left">''Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Rifle Suppression'''</td><td align="left">Support</td><td align="left">Lieutenant B</td><td align="left">''Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.''</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Unknown'''</td><td align="left">Support</td><td align="left">Captain A</td><td align="left">Not yet revealed</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Unknown'''</td><td align="left">Support</td><td align="left">Captain B</td><td align="left">Not yet revealed</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Unknown'''</td><td align="left">Support</td><td align="left">Major</td><td align="left">Not yet revealed</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Unknown'''</td><td align="left">Support</td><td align="left">Colonel A</td><td align="left">Not yet revealed</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Unknown'''</td><td align="left">Support</td><td align="left">Colonel B</td><td align="left">Not yet revealed</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Combat Stims'''</td><td align="left">Support</td><td align="left">Unknown</td><td align="left">Temporarily increase squad mates' stats and reduce damage taken</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Mind Probe?'''</td><td align="left">Psionic</td><td align="left">Unknown</td><td align="left">Speculated - There are 4 specific Psi icons visible on the demos</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Panic'''</td><td align="left">Psionic</td><td align="left">Unknown</td><td align="left">If successful targeted unit panic and either will be unable to move and fire or run or go bezerk</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Mind Control'''</td><td align="left">Psionic</td><td align="left">Unknown</td><td align="left">Control of enemy for 5 turns</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Rift'''</td><td align="left">Psionic</td><td align="left">Unknown</td><td align="left">Creates a devastating psionic storm</td></tr> | ||
</table> | </table> | ||
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<table {{StdCenterTable}} width="100%"> | <table {{StdCenterTable}} width="100%"> | ||
<tr {{StdDescTable_Heading}}><th align=" | <tr {{StdDescTable_Heading}}><th align="left" width="70">Ability</th><th align="left" width="30">Rank Required</th><th align="left" width="240">Description</th></tr> | ||
<tr><td align=" | <tr><td align="left">'''Wet Work'''</td><td align="left">Sergeant</td><td align="left">+25% experience gained from kills</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Squad Size I'''</td><td align="left">Sergeant</td><td align="left">Squad size increased to 5 soldiers</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Rapid Recovery'''</td><td align="left">Lieutenant</td><td align="left">Soldiers heal twice as fast from wounds taken in combat</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Squad Size II'''</td><td align="left">Captain</td><td align="left">Squad size increased to 6 soldiers.</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Iron Will'''</td><td align="left">Major</td><td align="left">Soldiers receive a larger Will bonus each time they are promoted</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''New Guy'''</td><td align="left">Major</td><td align="left">New soldiers are automatically promoted to the "Squaddie" rank</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Don't Die On Me'''</td><td align="left">Colonel</td><td align="left">The higher the rank, the more likely the soldier will be critically wounded instead of killed</td></tr> | ||
</table> | </table> | ||
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<table {{StdCenterTable}} width="75%"> | <table {{StdCenterTable}} width="75%"> | ||
<tr {{StdDescTable_Heading}}><th align=" | <tr {{StdDescTable_Heading}}><th align="left" width="70">Ability</th><th align="left" width="30">Equipment Required</th><th align="left" width="240">Description</th></tr> | ||
<tr><td align=" | <tr><td align="left">'''Heal Wound'''</td><td align="left">[[Medikit (EU2012)|Medikit]]</td><td align="left">Use the Medikit to heal up to 4 Health Points or 8 points if the soldier is Support class</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Grapple Hook'''</td><td align="left">[[Skeleton Suit (EU2012)|Skeleton Suit]]<br>[[Ghost Armor (EU2012)|Ghost Armor]]</td><td align="left">Use the grappling hook to reach high locations</td></tr> | ||
<tr><td align=" | <tr><td align="left">'''Stealth?'''</td><td align="left">[[Ghost Armor (EU2012)|Ghost Armor]]<br></td><td align="left">Use the stealth function of the Ghost armor to move undetected</td></tr></table> | ||
==See Also== | ==See Also== | ||
| Line 107: | Line 96: | ||
[[Equipment (EU2012)|Equipment]] | [[Equipment (EU2012)|Equipment]] | ||
[[Category: Enemy Unknown (2012)]] | [[Category: Enemy Unknown (2012)]] | ||
Revision as of 21:03, 21 September 2012
Your soldiers' actions on the battlefield can influenced by their individual abilities, which are given by their rank, class, equipment and/or perks purchased through the Officer Training School.
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. Click on each column to sort contents alphabetically.
| Ability | Class | Rank Required | Description |
|---|---|---|---|
| Run & Gun | Assault | Squaddie | Allows to move and make a shot, including at the end of dashing, can't use equipment, cooldown 3 turns. |
| Tactical Sense | Assault | Corporal A | Confers +5 Defense per enemy in sight (max +20). |
| Aggression | Assault | Corporal B | Confers +10% critical chance per enemy in sight (max +30%). |
| Lightning Reflexes | Assault | Sergeant A | Forces the first reaction shot against this unit each turn to miss. |
| Close & Personal | Assault | Sergeant B | Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target. |
| Rapid Fire | Assault | Lieutenant A | Allow for two shots, with potentially twice the damage inflicted but at a lower accuracy |
| Unknown | Assault | Lieutenant B | Not yet revealed |
| Unknown | Assault | Captain A | Not yet revealed |
| Unknown | Assault | Captain B | Not yet revealed |
| Unknown | Assault | Major | Not yet revealed |
| Unknown | Assault | Colonel A | Not yet revealed |
| Unknown | Assault | Colonel B | Not yet revealed |
| Rushing? | Assault | Unknown | Mentioned in one video? |
| Fire Rocket | Heavy | Squaddie | Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. |
| Bullet Swarm | Heavy | Corporal A | Firing the primary weapon as the first action no longer ends the turn. |
| Holo-Targeting | Heavy | Corporal B | Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies. |
| Shredder Rocket | Heavy | Sergeant A | 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 ??? |
| Suppression | Heavy | Sergeant B | Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty. |
| HEAT Rounds | Heavy | Lieutenant A | +100% to damage against robotic enemies |
| Rapid Reaction | Heavy | Lieutenant B | Gives a second reaction fire if the first one was successful |
| Grenadier | Heavy | Captain A | Allows to carry 2 grenades instead of 1, if grenades are carried |
| Danger Zone | Heavy | Captain B | Increases hit area of rockets and suppression by 2 spaces |
| Survival | Heavy | Major | No details available |
| Focused Suppression | Heavy | Colonel A | Reduce target Aim by 65% and free shot if the target moves |
| Tracer Beam Rounds | Heavy | Colonel B | If hit alien takes extra damage from entire squad |
| Headshot | Sniper | 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. |
| Snap Shot | Sniper | Corporal A | Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. |
| Squad Sight | Sniper | Corporal B | Allows firing at targets in any ally's sight radius. |
| Low Profile | Sniper | Sergeant A | Makes partial cover count as full cover |
| Battle Scanner | Sniper | Lieutenant A | Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle |
| Opportunist | Sniper | Captain A | +10% Aim against targets with less than 50% Health |
| Damn Good Ground | Sniper | Major | +10% Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses |
| Double Tap | Sniper | Colonel A | Both actions can be used for Standard/Precision/Disabling Shot |
| In The Zone | Sniper | Unknown | Additional shot after a critical hit |
| Improved Overwatch | Sniper | Unknown | Unit continues firing as long as it hits the target |
| Gunslinger | Sniper | Unknown | Confers 2 bonus damage with pistols |
| Disabling Round | Sniper | Unknown | Shot to disable alien's main weapon, alien may to fix the weapon, no critical hits, 2 turn cooldown |
| Smoke Grenade | Support | 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 | Support | Corporal A | Allows the support to move 3 additional tiles. |
| Covering Fire | Support | Corporal B | Allows reaction shot to trigger on enemy attacks, not just movement. |
| Field Medic | Support | Sergeant A | Gives 3 Medikits, if the support is carrying them |
| Unknown | Support | Sergeant B | Not yet revealed |
| Revive | Support | Lieutenant A | Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them. |
| Rifle Suppression | Support | Lieutenant B | Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim. |
| Unknown | Support | Captain A | Not yet revealed |
| Unknown | Support | Captain B | Not yet revealed |
| Unknown | Support | Major | Not yet revealed |
| Unknown | Support | Colonel A | Not yet revealed |
| Unknown | Support | Colonel B | Not yet revealed |
| Combat Stims | Support | Unknown | Temporarily increase squad mates' stats and reduce damage taken |
| Mind Probe? | Psionic | Unknown | Speculated - There are 4 specific Psi icons visible on the demos |
| Panic | Psionic | Unknown | If successful targeted unit panic and either will be unable to move and fire or run or go bezerk |
| Mind Control | Psionic | Unknown | Control of enemy for 5 turns |
| Rift | Psionic | Unknown | Creates a devastating psionic storm |
(ingame descriptions appear on Italic text)
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 | Description |
|---|---|---|
| Wet Work | Sergeant | +25% experience gained from kills |
| Squad Size I | Sergeant | Squad size increased to 5 soldiers |
| Rapid Recovery | Lieutenant | Soldiers heal twice as fast from wounds taken in combat |
| Squad Size II | Captain | Squad size increased to 6 soldiers. |
| Iron Will | Major | Soldiers receive a larger Will bonus each time they are promoted |
| New Guy | Major | New soldiers are automatically promoted to the "Squaddie" rank |
| Don't Die On Me | Colonel | The higher the rank, the more likely the soldier will be critically wounded instead of killed |
Equipment Abilities
These are specific abilities provided by the presence or use of selected equipment.
| Ability | Equipment Required | Description |
|---|---|---|
| Heal Wound | Medikit | Use the Medikit to heal up to 4 Health Points or 8 points if the soldier is Support class |
| Grapple Hook | Skeleton Suit Ghost Armor | Use the grappling hook to reach high locations |
| Stealth? | Ghost Armor | Use the stealth function of the Ghost armor to move undetected |