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Abilities (EU2012): Difference between revisions

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==General Actions==
==General Actions==
 
These are general actions that can be perform by all your soldiers during the fight.
<table {{StdCenterTable}} width="50%">
<table {{StdCenterTable}} width="50%">
<tr {{StdDescTable_Heading}}><th align="center" width="40">Action</th><th width="60">Description</th></tr>
<tr {{StdDescTable_Heading}}><th align="center" width="40">Action</th><th width="60">Description</th></tr>
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==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.
<table {{StdCenterTable}} width="100%" class="sortable">
<table {{StdCenterTable}} width="100%" class="sortable">
<tr {{StdDescTable_Heading}}><th align="center" width="40">Class</th><th align="center" width="80">Rank Required</th><th align="center" width="80">Ability<th align="center" width="240">Description</th></tr>
<tr {{StdDescTable_Heading}}><th align="center" width="40">Class</th><th align="center" width="80">Rank Required</th><th align="center" width="80">Ability<th align="center" width="240">Description</th></tr>
<tr><td align="center">Assault</td><td align="center">Squaddie</td><td align="center">'''Run & Gun'''</td><td>''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="center">Assault</td><td align="center">Squaddie</td><td align="center">'''Run & Gun'''</td><td>''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="center">Assault</td><td align="center">Corporal A</td><td align="center">'''Tactical Sense'''</td><td>''Gives +5 to Defense per enemy close to you, up to a maximum of +20''</td></tr>
<tr><td align="center">Assault</td><td align="center">Corporal A</td><td align="center">'''Tactical Sense'''</td><td>''Gives +5 to Defense per enemy close to you, up to a maximum of +20''</td></tr>
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==Officer Training School Abilities==
==Officer Training School Abilities==
These abilities can be obtained/purchased through building an [[OTS (EU2012)|Officer Training School]]. They require specific ranks to be purchased/activated.


==Equipment Abilities==
==Equipment Abilities==
These are specific abilities provided by the presence or use of selected [[Equipment (EU2012)#Portable Equipment|equipment]].


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

Revision as of 15:49, 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 Actions

These are general actions that can be perform by all your soldiers during the fight.

ActionDescription
MoveEither walk or dash
FireShoot the enemy
OverwatchTakes a shot at the next enemy that moves into sight range
ReloadSpend a full action to reload weapon
HunkerProvides a defensive bonus

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.

ClassRank RequiredAbilityDescription
AssaultSquaddieRun & GunAllows to move and make a shot, including at the end of dashing, can't use equipment, cooldown 3 turns
AssaultCorporal ATactical SenseGives +5 to Defense per enemy close to you, up to a maximum of +20
AssaultCorporal BAggression+10% to critical hit per enemy close to you up to 30%
AssaultSergeant ALightning ReflexesIgnores first reaction fire on that turn
AssaultSergeant BClose & Personal+30% to critical hit, reduces with distance
AssaultLieutenant ARapid FireNot yet revealed
AssaultLieutenant BUnknownNot yet revealed
AssaultCaptain AUnknownNot yet revealed
AssaultCaptain BUnknownNot yet revealed
AssaultMajorUnknownNot yet revealed
AssaultColonel AUnknownNot yet revealed
AssaultColonel BUnknownNot yet revealed
AssaultUnknownRushing?Not yet revealed
HeavySquaddieFire RocketFires a 6 damage rocket once per combat, requires both action points, one use
HeavyCorporal ABullet SwarmAllows to shoot and then move or shoot twice
HeavyCorporal BHolo-TargetingGives +10% to Aim against your target for squad mates
HeavySergeant AShredder RocketGives a +33% bonus to damage against that target, deals less damage than standard, lasts 4 turns
HeavySergeant BSuppression-30% Aim to enemy, allows a reaction shot if the target moves
HeavyLieutenant AHEAT Rounds+100% to damage against robotic enemies
HeavyLieutenant BRapid ReactionGives a second reaction fire if the first one was successful
HeavyCaptain AGrenadierAllows to carry 2 grenades instead of 1, if grenades are carried
HeavyCaptain ADanger ZoneIncreases hit area of rockets and suppression by 2 spaces
HeavyMajorSurvivalNot yet revealed
HeavyColonel BFocused SuppressionReduce target Aim by 65% and free shot if the target moves
HeavyColonel BTracer Beam RoundsIf hit alien takes extra damage from entire squad
SniperSquaddieHeadshot+30% to critical hits, cooldown 2 turns
SniperCorporal ASnap ShotAllows to make a shot with sniper after moving, this shot has -20% Aim
SniperCorporal BSquad SightAllows to target enemies Not seen by sniper but seen by squadmates, requires clear line of fire
SniperSergeant ALow ProfileMakes partial cover count as full cover
SniperLieutenant ABattle ScannerScanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle
SniperCaptain AOpportunist+10 Aim against targets with less than 50% Health
SniperMajorDamn Good Ground?+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses
SniperColonel ADouble TapBoth actions can be used for Standard/Precision/Disabling Shot
SniperUnknownIn The ZoneAdditional shot after a critical hit
SniperUnknownImproved OverwatchUnit continues firing as long as it hits the target
SniperUnknownGunslingerConfers 2 bonus damage with pistols
SniperUnknownDisabling RoundShot to disable alien's main weapon, alien may to fix the weapon, no critical hits, 2 turn cooldown
SupportSquaddieSmoke GrenadeThrow a grenade that provides half cover in a radius, lasts 2 turns, one use
SupportCorporal ASprinterIncreases movement by 3 squares per action point
SupportCorporal BCovering FireAllows reaction fire against opponents who try to shoot
SupportSergeant AField MedicGives 3 Medikits, if the unit is carrying them
SupportSergeant BUnknownNot yet revealed
SupportLieutenant AReviveRestores critically wounded operative to 33% health
SupportLieutenant BRifle Suppression-30% to target's Aim, gives reaction fire if target moves
SupportCaptain AUnknownNot yet revealed
SupportCaptain BUnknownNot yet revealed
SupportMajorUnknownNot yet revealed
SupportColonel AUnknownNot yet revealed
SupportColonel BUnknownNot yet revealed
SupportUnknownCombat Stims
Temporarily increase squad mates' stats and reduce damage taken
PsionicUnknownMind Probe?Speculated - There are 4 specific Psi icons visible on the demos
PsionicUnknownPanic
PsionicUnknownMind ControlControl of enemy for 5 turns
PsionicUnknownRiftCreates a devastating psionic storm

Officer Training School Abilities

These abilities can be obtained/purchased through building an Officer Training School. They require specific ranks to be purchased/activated.

Equipment Abilities

These are specific abilities provided by the presence or use of selected equipment.