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Abilities (EU2012): Difference between revisions

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m Class & Rank Abilities: added info from the demo files
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| align="center" | '''Run & Gun''' || align="center" | Squaddie || align="center" | ''Allows to move and make a shot, including at the end of dashing, can't use equipment, cooldown 3 turns.''
| align="center" | '''Run & Gun''' || align="center" | Squaddie || align="center" | ''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 3 turn cooldown.''
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| align="center" | '''Tactical Sense''' || align="center" | Corporal A || align="center" | ''Confers +5 Defense per enemy in sight (max +20).''
| align="center" | '''Aggression''' || align="center" | Corporal A || align="center" | ''Confers +10% critical chance per enemy in sight (max +30%).''
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| align="center" | '''Aggression''' || align="center" | Corporal B || align="center" | ''Confers +10% critical chance per enemy in sight (max +30%).''
| align="center" | '''Tactical Sense''' || align="center" | Corporal B || align="center" | ''Confers +5 Defense per enemy in sight (max +20).''
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| align="center" | '''Lightning Reflexes''' || align="center" | Sergeant A'' || align="center" | Forces the first reaction shot against this unit each turn to miss.''
| align="center" | '''Close & Personal''' || align="center" | Sergeant A || align="center" | ''Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.''
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| align="center" | '''Close & Personal''' || align="center" | Sergeant B || align="center" | ''Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.''
| align="center" | '''Lightning Reflexes''' || align="center" | Sergeant B'' || align="center" | Forces the first reaction shot against this unit each turn to miss.''
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| align="center" | '''Rapid Fire''' || align="center" | Lieutenant A || align="center" | Allow for two shots, with potentially twice the damage inflicted but at a lower accuracy.
| align="center" | '''Flush''' || align="center" | Lieutenant A || align="center" | ''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.''
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| align="center" | '''Unknown''' || align="center" | Lieutenant B || align="center" | Not yet revealed
| align="center" | '''Bring 'Em On''' || align="center" | Lieutenant B || align="center" | ''Adds ??? damage on critical hits for each enemy the squad can see (up to ???).''
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| align="center" | '''Unknown''' || align="center" | Captain A || align="center" | Not yet revealed
| align="center" | '''Rapid Fire''' || align="center" | Captain A || align="center" | ''Take two shots against a single target in quick succession. Each shot carries a ??? penalty to Aim.''
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| align="center" | '''Unknown''' || align="center" | Captain B || align="center" | Not yet revealed
| align="center" | '''Close Combat Specialist''' || align="center" | Captain B || align="center" | ''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require overwatch.''
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| align="center" | '''Unknown''' || align="center" | Major || align="center" | Not yet revealed
| align="center" | '''Will to Survive''' || align="center" | Major || align="center" | Reduces all normal damage taken by ??? if in cover and not flanked.
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| align="center" | '''Unknown''' || align="center" | Colonel A || align="center" | Not yet revealed
| align="center" | '''Killer Instinct''' || align="center" | Colonel A || align="center" | Activating Run & Gun now also grants +???% critical damage for the rest of the turn.
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| align="center" | '''Unknown''' || align="center" | Colonel B || align="center" | Not yet revealed
| align="center" | '''Resilience''' || align="center" | Colonel B || align="center" | ''Confers immunity to critical hits.''
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| align="center" | '''Rushing?''' || align="center" | Unknown|| align="center" | Mentioned in one video?
| align="center" | '''Sentinel''' || align="center" | DEMO || align="center" | ''Allows two reaction shots during Overwatch, instead of only one.''
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| align="center" | '''Fire Rocket''' || align="center" | Squaddie'' || align="center" | Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.''
| align="center" | '''Fire Rocket''' || align="center" | Squaddie'' || align="center" | Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.''
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| align="center" | '''Bullet Swarm''' || align="center" | Corporal A || align="center" | ''Firing the primary weapon as the first action no longer ends the turn.''
| align="center" | '''Holo-Targeting''' || align="center" | Corporal A || align="center" | ''Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.''
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| align="center" | '''HEAT Ammo''' || align="center" |  Corporal B || align="center" | +100% to damage against robotic enemies.
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| align="center" | '''Suppression''' || align="center" | Sergeant A || align="center" | ''Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.''
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| align="center" | '''Holo-Targeting''' || align="center" | Corporal B || align="center" | ''Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.''
| align="center" | '''Shredder Rocket''' || align="center" | Sergeant B || align="center" | ''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.''
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| align="center" | '''Shredder Rocket''' || align="center" | Sergeant A || align="center" | ''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 ???''
| align="center" | '''Rapid Reaction''' || align="center" | Lieutenant A || align="center" | ''Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.''
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| align="center" | '''Suppression''' || align="center" | Sergeant B || align="center" | ''Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.''
| align="center" | '''Grenadier''' || align="center" | Lieutenant B || align="center" | ''Allows to carry 2 grenades in a single inventory slot.''
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| align="center" | '''HEAT Rounds''' || align="center" | Lieutenant A || align="center" | +100% to damage against robotic enemies.
| align="center" | '''Danger Zone''' || align="center" | Captain A || align="center" | ''Increases hit area of rockets and suppression by 2 tiles.''
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| align="center" | '''Rapid Reaction''' || align="center" | Lieutenant B || align="center" | Gives a second reaction fire if the first one was successful.
| align="center" | '''Bullet Swarm''' || align="center" | Captain B || align="center" | ''Firing the primary weapon as the first action no longer ends the turn.''
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| align="center" | '''Grenadier''' || align="center" | Captain A || align="center" | Allows to carry 2 grenades instead of 1, if grenades are carried.
| align="center" | '''Extra Conditioning''' || align="center" | Major || align="center" | ''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''
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| align="center" | '''Danger Zone''' || align="center" | Captain B || align="center" | Increases hit area of rockets and suppression by 2 spaces.
| align="center" | '''Ready For Anything''' || align="center" | Colonel A || align="center" | ''Allows Overwatch after shooting, even if no actions remain.''
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| align="center" | '''Survival''' || align="center" | Major || align="center" | No details available
| align="center" | '''Rocketeer''' || align="center" | Colonel B || align="center" | ''Allows a second use of Fire Rocket in each mission.''
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| align="center" | '''Focused Suppression''' || align="center" | Colonel A || align="center" | Reduce target Aim by 65% and free shot if the target moves.
| align="center" | '''Mayhem''' || align="center" | DEMO || align="center" | ''Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.''
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| align="center" | '''Tracer Beam Rounds''' || align="center" | Colonel B || align="center" | If hit alien takes extra damage from entire squad.
| align="center" | '''Rocketeer''' || align="center" | Demo || align="center" | ''Allows ??? additional standard rocket to be fired per battle.'' - Different version.
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| align="center" | '''Rocketeer''' || align="center" | Demo || align="center" | ''Allows ??? additional standard rocket to be fired per battle.'' - Different version.
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| align="center" | '''Focused Suppression''' || align="center" | Dropped? || align="center" | Reduce target Aim by 65% and free shot if the target moves.
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| align="center" | '''Tracer Beam Rounds''' || align="center" | Dropped? || align="center" | If hit alien takes extra damage from entire squad.
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{| class="wikitable sortable" width="70%"  
{| class="wikitable sortable" width="70%"  
|+ Sniper Class Abilities
|+ Sniper Class Abilities
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| align="center" | '''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.''
| align="center" | '''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.''
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| align="center" | '''Snap Shot''' || align="center" | Corporal A || align="center" | ''Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.''
| align="center" | '''Squad Sight''' || align="center" | Corporal A || align="center" | ''Aim penalty for close proximity is halved''
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| align="center" | '''Squad Sight''' || align="center" | Corporal B || align="center" | ''Allows firing at targets in any ally's sight radius.''
| align="center" | '''Too Close For Comfort''' || align="center" | Corporal B || align="center" | ''Allows firing at targets in any ally's sight radius.''
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| align="center" | '''Battle Scanner''' || align="center" | Sergeant A || align="center" | Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle
| align="center" | '''Gunslinger''' || align="center" | Sergeant A || align="center" | ''Confers 2 bonus damage with pistols.''
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| align="center" | '''Gunslinger''' || align="center" | Sergeant B || align="center" | Confers 2 bonus damage with pistols
| align="center" | '''Damn Good Ground''' || align="center" | Sergeant B || align="center" | ''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.''
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| align="center" | '''Opportunist''' || align="center" | Lieutenant A || align="center" | Unit continues firing on Overwatch as long as it hits the target
| align="center" | '''Snap Shot''' || align="center" | Lieutenant A || align="center" | ''Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.''
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| align="center" | '''Disabling Round''' || align="center" | Lieutenant B || align="center" | Shot to disable alien's main weapon, alien may to fix the weapon, no critical hits, 2 turn cooldown
| align="center" | '''Opportunist''' || align="center" | Lieutenant B || align="center" | ''Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.''
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| align="center" | '''Damn Good Ground''' || align="center" | Captain A || align="center" | +10% Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses
| align="center" | '''Executioner''' || align="center" | Captain A || align="center" | ''+10% Aim against targets with less than 50% Health.''
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| align="center" | '''Executioner''' || align="center" | Captain B || align="center" | ''+10% Aim against targets with less than 50% Health''
| align="center" | '''Low Profile''' || align="center" | Captain B || align="center" | ''Makes partial cover count as full.''
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| align="center" | '''Low Profile''' || align="center" | Major || align="center" | Makes partial cover count as full cover
|-| align="center" | '''Double Tap''' || align="center" | Major || align="center" | ''Both actions can be used for Standard/Precision/Disabling Shot. 2 turn cool down.''
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| align="center" | '''Double Tap''' || align="center" | Colonel A || align="center" | Both actions can be used for Standard/Precision/Disabling Shot<br>
| align="center" | '''Battle Scanner''' || align="center" | Colonel A || align="center" | ''Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.''
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| align="center" | '''In The Zone || align="center" | '''Colonel B || align="center" | K''illing a flanked or uncovered target with the sniper rifle does not cost an action.''
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| align="center" | '''Disabling Round''' || align="center" | Demo || align="center" | ''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. <XGAbility:DisablingShotCooldown/> turn cooldown.''
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| align="center" | '''In The Zone || align="center" | '''Colonel B || align="center" | Additional shot after a critical hit
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| align="center" | '''Smoke Grenade''' || align="center" | Squaddie || align="center" | ''Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.''
| align="center" | '''Smoke Grenade''' || align="center" | Squaddie || align="center" | ''Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.''
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| align="center" | '''Sprinter''' || align="center" | Corporal A || align="center" | ''Allows the support to move 3 additional tiles.''
 
| align="center" | '''Covering Fire''' || align="center" | Corporal B || align="center" | ''Allows reaction shot to trigger on enemy attacks, not just movement.''
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| align="center" | '''Covering Fire''' || align="center" | Corporal B || align="center" | ''Allows reaction shot to trigger on enemy attacks, not just movement.''
| align="center" | '''Field Medic || align="center" | Corporal B || align="center" | ''Allows medikits to be used <XGAbility:FieldMedicCharges/> times per battle instead of once.''
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| align="center" | '''Field Medic || align="center" | '''Sergeant A || align="center" | Gives 3 Medikits, if the support is carrying them.  
| align="center" | '''Combat Drugs''' || align="center" | Sergeant A || align="center" | ''Smoke Grenades now contain powerful stimulants that grant +??? Will and +???% critical chance for all units in the cloud.''
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| align="center" | '''Unknown || align="center" | '''Sergeant B || align="center" | Not yet revealed
| align="center" | '''Dense Smoke''' || align="center" | Sergeant B || align="center" | ''Smoke Grenades have increased area of effect and further increase units' Defense by ???.''
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| align="center" | '''Revive || align="center" | '''Lieutenant A || align="center" | ''Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.''
| align="center" | '''Deep Pockets''' || align="center" | Lieutenant A || align="center" | ''Confers an additional item slot in inventory.''
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| align="center" | '''Rifle Suppression''' || align="center" | Lieutenant B || align="center" | ''Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.''
| align="center" | '''Revive || align="center" | Lieutenant B || align="center" | ''Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.''
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| align="center" | '''Unknown''' || align="center" | Captain A || align="center" | Not yet revealed
| align="center" | '''Rifle Suppression''' || align="center" | Captain A || align="center" | ''Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.''
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| align="center" | '''Unknown''' || align="center" | Captain B || align="center" | Not yet revealed
| align="center" | '''Savior''' || align="center" | Captain B? || align="center" | ''Medikits restore ??? more health per use.''
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| align="center" | '''Unknown''' || align="center" | Major || align="center" | Not yet revealed
| align="center" | '''Smoke and Mirrors''' || align="center" | Major? || align="center" | ''Allows ??? additional use of Smoke Grenade each mission.''
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| align="center" | '''Unknown''' || align="center" | Colonel A || align="center" | Not yet revealed
| align="center" | '''Sprinter''' || align="center" | Colonel A || align="center" | ''Allows the support to move 3 additional tiles.''
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| align="center" | '''Unknown''' || align="center" | Colonel B || align="center" | Not yet revealed
| align="center" | '''Unknown''' || align="center" | Colonel B || align="center" | Not yet revealed
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| align="center" | '''Combat Stims''' || align="center" | Unknown || align="center" | Temporarily increase squad mates'
stats and reduce damage taken
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Revision as of 01:08, 25 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.

Assault Abilties
Ability Rank Required Description
Run & Gun Squaddie Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 3 turn cooldown.
Aggression Corporal A Confers +10% critical chance per enemy in sight (max +30%).
Tactical Sense Corporal B Confers +5 Defense per enemy in sight (max +20).
Close & Personal Sergeant A Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
Lightning Reflexes Sergeant B Forces the first reaction shot against this unit each turn to miss.
Flush Lieutenant A Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
Bring 'Em On Lieutenant B Adds ??? damage on critical hits for each enemy the squad can see (up to ???).
Rapid Fire Captain A Take two shots against a single target in quick succession. Each shot carries a ??? penalty to Aim.
Close Combat Specialist Captain B Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require overwatch.
Will to Survive Major Reduces all normal damage taken by ??? if in cover and not flanked.
Killer Instinct Colonel A Activating Run & Gun now also grants +???% critical damage for the rest of the turn.
Resilience Colonel B Confers immunity to critical hits.
Sentinel DEMO Allows two reaction shots during Overwatch, instead of only one.


Heavy Abilities
Ability Rank Required Description
Fire Rocket Squaddie Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.
Holo-Targeting Corporal A Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
HEAT Ammo Corporal B +100% to damage against robotic enemies.
Suppression Sergeant A Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
Shredder Rocket Sergeant B 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.
Rapid Reaction Lieutenant A Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
Grenadier Lieutenant B Allows to carry 2 grenades in a single inventory slot.
Danger Zone Captain A Increases hit area of rockets and suppression by 2 tiles.
Bullet Swarm Captain B Firing the primary weapon as the first action no longer ends the turn.
Extra Conditioning Major Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Ready For Anything Colonel A Allows Overwatch after shooting, even if no actions remain.
Rocketeer Colonel B Allows a second use of Fire Rocket in each mission.
Mayhem DEMO Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.
Rocketeer Demo Allows ??? additional standard rocket to be fired per battle. - Different version.
Rocketeer Demo Allows ??? additional standard rocket to be fired per battle. - Different version.
Focused Suppression Dropped? Reduce target Aim by 65% and free shot if the target moves.
Tracer Beam Rounds Dropped? If hit alien takes extra damage from entire squad.
Sniper Class Abilities
Ability Rank Required Description
Headshot 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.
Squad Sight Corporal A Aim penalty for close proximity is halved
Too Close For Comfort Corporal B Allows firing at targets in any ally's sight radius.
Gunslinger Sergeant A Confers 2 bonus damage with pistols.
Damn Good Ground Sergeant B +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
Snap Shot Lieutenant A Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
Opportunist Lieutenant B Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Executioner Captain A +10% Aim against targets with less than 50% Health.
Low Profile Captain B Makes partial cover count as full.
Battle Scanner Colonel A Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
In The Zone Colonel B Killing a flanked or uncovered target with the sniper rifle does not cost an action.
Disabling Round Demo 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. <XGAbility:DisablingShotCooldown/> turn cooldown.
Support Class Abilities
Ability Rank Required Description
Smoke Grenade 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.
Covering Fire Corporal B Allows reaction shot to trigger on enemy attacks, not just movement.
Field Medic Corporal B Allows medikits to be used <XGAbility:FieldMedicCharges/> times per battle instead of once.
Combat Drugs Sergeant A Smoke Grenades now contain powerful stimulants that grant +??? Will and +???% critical chance for all units in the cloud.
Dense Smoke Sergeant B Smoke Grenades have increased area of effect and further increase units' Defense by ???.
Deep Pockets Lieutenant A Confers an additional item slot in inventory.
Revive Lieutenant B Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
Rifle Suppression Captain A Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
Savior Captain B? Medikits restore ??? more health per use.
Smoke and Mirrors Major? Allows ??? additional use of Smoke Grenade each mission.
Sprinter Colonel A Allows the support to move 3 additional tiles.
Unknown Colonel B Not yet revealed
Psionic Class Abilities
Ability Rank Required Description
Mind Merge Unknown Speculated - There are 4 specific Psi icons visible on the demos
Panic Unknown If successful targeted unit panic and either will be unable to move and fire or run or go bezerk
Mind Control Unknown Control of enemy for 5 turns
Rift 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.

AbilityRank RequiredDescription
Wet WorkSergeant+25% experience gained from kills
Squad Size ISergeantSquad size increased to 5 soldiers
Rapid RecoveryLieutenantSoldiers heal twice as fast from wounds taken in combat
Squad Size IICaptainSquad size increased to 6 soldiers.
Iron WillMajorSoldiers receive a larger Will bonus each time they are promoted
New GuyMajorNew soldiers are automatically promoted to the "Squaddie" rank
Don't Die On MeColonelThe 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.

Stabilize
AbilityEquipment RequiredDescription
Heal WoundMedikitUse the Medikit to heal up to 4 Health Points or 8 points if the soldier is Support class
StabilizeMedikitPrevents a critically injured soldier from bleeding out.
Grapple HookSkeleton 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
StunArc Thrower
Can incapacitate enemy targets. Higher chance if the target's health is at 3 HP or below.

See Also

Soldiers

Soldier Classes

Equipment