Abilities (EU2012): Difference between revisions
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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. 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. | ||
{| class="wikitable sortable" width="70%" | |||
|+ Assault Abilties | |||
|- | |||
! width="75px" align="center" | Ability !! Rank Required !! Description | |||
|- style="vertical-align:top;" | |||
| 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" | '''Tactical Sense''' || align="center" | Corporal A || align="center" | ''Confers +5 Defense per enemy in sight (max +20).'' | |||
|- | |||
| align="center" | '''Aggression''' || align="center" | Corporal B || align="center" | ''Confers +10% critical chance per enemy in sight (max +30%).'' | |||
|- | |||
| 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 B || align="center" | ''Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.'' | |||
|- | |||
| 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" | '''Unknown''' || align="center" | Lieutenant B || align="center" | Not yet revealed | |||
|- | |||
| align="center" | '''Unknown''' || align="center" | Captain A || align="center" | Not yet revealed | |||
|- | |||
| align="center" | '''Unknown''' || align="center" | Captain B || align="center" | Not yet revealed | |||
|- | |||
| align="center" | '''Unknown''' || align="center" | Major || align="center" | Not yet revealed | |||
|- | |||
| align="center" | '''Unknown''' || align="center" | Colonel A || align="center" | Not yet revealed | |||
|- | |||
| align="center" | '''Unknown''' || align="center" | Colonel B || align="center" | Not yet revealed | |||
|- | |||
| align="center" | '''Rushing?''' || align="center" | Unknown|| align="center" | Mentioned in one video? | |||
|} | |||
{| class="wikitable sortable" width="70%" | |||
|+ Heavy Abilities | |||
|- | |||
! width="75px" align="center" | Ability !! Rank Required !! Description | |||
|- style="vertical-align:top;" | |||
| 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" | '''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 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 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" | '''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" | '''HEAT Rounds''' || align="center" | Lieutenant A || align="center" | +100% to damage against robotic enemies. | |||
|- | |||
| align="center" | '''Rapid Reaction''' || align="center" | Lieutenant B || align="center" | Gives a second reaction fire if the first one was successful. | |||
|- | |||
| align="center" | '''Grenadier''' || align="center" | Captain A || align="center" | Allows to carry 2 grenades instead of 1, if grenades are carried. | |||
|- | |||
| align="center" | '''Danger Zone''' || align="center" | Captain B || align="center" | Increases hit area of rockets and suppression by 2 spaces. | |||
|- | |||
| align="center" | '''Survival''' || align="center" | Major || align="center" | No details available | |||
|- | |||
| align="center" | '''Focused Suppression''' || align="center" | Colonel A || align="center" | Reduce target Aim by 65% and free shot if the target moves. | |||
|- | |||
| align="center" | '''Tracer Beam Rounds''' || align="center" | Colonel B || align="center" | If hit alien takes extra damage from entire squad. | |||
|} | |||
{| class="wikitable sortable" width="70%" | |||
|+ Sniper Class Abilities | |||
|- | |||
! width="75px" align="center" | Ability !! Rank Required !! Description | |||
|- style="vertical-align:top;" | |||
| 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" | '''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 B || align="center" | ''Allows firing at targets in any ally's sight radius.'' | |||
|- | |||
| 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 B || align="center" | Confers 2 bonus damage with pistols | |||
|- | |||
| align="center" | '''Opportunist''' || align="center" | Lieutenant A || align="center" | Unit continues firing on Overwatch as long as it hits the target | |||
|- | |||
| 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" | '''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 B || align="center" | ''+10% Aim against targets with less than 50% Health'' | |||
|- | |||
| align="center" | '''Low Profile''' || align="center" | Major || align="center" | Makes partial cover count as full cover | |||
|- | |||
| align="center" | '''Double Tap''' || align="center" | Colonel A || align="center" | Both actions can be used for Standard/Precision/Disabling Shot<br> | |||
|- | |||
| align="center" | '''In The Zone || align="center" | '''Colonel B || align="center" | Additional shot after a critical hit | |||
|} | |||
{| class="wikitable sortable" width="70%" | |||
|+ Support Class Abilities | |||
|- | |||
! width="75px" align="center" | Ability !! Rank Required !! Description | |||
|- style="vertical-align:top;" | |||
|- | |||
| 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" | '''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.'' | |||
|- | |||
| align="center" | '''Field Medic || align="center" | '''Sergeant A || align="center" | Gives 3 Medikits, if the support is carrying them. | |||
|- | |||
| align="center" | '''Unknown || align="center" | '''Sergeant B || align="center" | Not yet revealed | |||
|- | |||
| 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" | '''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" | '''Unknown''' || align="center" | Captain A || align="center" | Not yet revealed | |||
|- | |||
| align="center" | '''Unknown''' || align="center" | Captain B || align="center" | Not yet revealed | |||
|- | |||
| align="center" | '''Unknown''' || align="center" | Major || align="center" | Not yet revealed | |||
|- | |||
| align="center" | '''Unknown''' || align="center" | Colonel A || align="center" | Not yet revealed | |||
|- | |||
| align="center" | '''Unknown''' || align="center" | Colonel B || align="center" | Not yet revealed | |||
|- | |||
| align="center" | '''Combat Stims''' || align="center" | Unknown || align="center" | Temporarily increase squad mates' stats and reduce damage taken | |||
|} | |||
{| class="wikitable sortable" width="70%" | |||
|+ Psionic Class Abilities | |||
|- | |||
! width=""75px" align="center" | Ability !! Rank Required !! Description | |||
|- style="vertical-align:top;" | |||
|- | |||
| align="center" | '''Mind Merge''' || align="center" | Unknown || align="center" | Speculated - There are 4 specific Psi icons visible on the demos | |||
|- | |||
| align="center" | '''Panic''' || align="center" | Unknown || align="center" | If successful targeted unit panic and either will be unable to move and fire or run or go bezerk | |||
|- | |||
| align="center" | '''Mind Control''' || align="center" | Unknown || align="center" | Control of enemy for 5 turns | |||
|- | |||
| align="center" | '''Rift''' || align="center" | Unknown || align="center" | Creates a devastating psionic storm | |||
|} | |||
(ingame descriptions appear on ''Italic text'') | (ingame descriptions appear on ''Italic text'') | ||
Revision as of 12:16, 24 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 | Rank Required | Description |
|---|---|---|
| Run & Gun | Squaddie | Allows to move and make a shot, including at the end of dashing, can't use equipment, cooldown 3 turns. |
| Tactical Sense | Corporal A | Confers +5 Defense per enemy in sight (max +20). |
| Aggression | Corporal B | Confers +10% critical chance per enemy in sight (max +30%). |
| Lightning Reflexes | Sergeant A | Forces the first reaction shot against this unit each turn to miss. |
| Close & Personal | Sergeant B | Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target. |
| Rapid Fire | Lieutenant A | Allow for two shots, with potentially twice the damage inflicted but at a lower accuracy. |
| Unknown | Lieutenant B | Not yet revealed |
| Unknown | Captain A | Not yet revealed |
| Unknown | Captain B | Not yet revealed |
| Unknown | Major | Not yet revealed |
| Unknown | Colonel A | Not yet revealed |
| Unknown | Colonel B | Not yet revealed |
| Rushing? | Unknown | Mentioned in one video? |
| 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. |
| Bullet Swarm | Corporal A | Firing the primary weapon as the first action no longer ends the turn. |
| Holo-Targeting | Corporal B | Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies. |
| Shredder Rocket | 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 | 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 | Lieutenant A | +100% to damage against robotic enemies. |
| Rapid Reaction | Lieutenant B | Gives a second reaction fire if the first one was successful. |
| Grenadier | Captain A | Allows to carry 2 grenades instead of 1, if grenades are carried. |
| Danger Zone | Captain B | Increases hit area of rockets and suppression by 2 spaces. |
| Survival | Major | No details available |
| Focused Suppression | Colonel A | Reduce target Aim by 65% and free shot if the target moves. |
| Tracer Beam Rounds | Colonel B | If hit alien takes extra damage from entire squad. |
| 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. |
| Snap Shot | Corporal A | Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. |
| Squad Sight | Corporal B | Allows firing at targets in any ally's sight radius. |
| Battle Scanner | Sergeant A | Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle |
| Gunslinger | Sergeant B | Confers 2 bonus damage with pistols |
| Opportunist | Lieutenant A | Unit continues firing on Overwatch as long as it hits the target |
| Disabling Round | Lieutenant B | Shot to disable alien's main weapon, alien may to fix the weapon, no critical hits, 2 turn cooldown |
| Damn Good Ground | Captain A | +10% Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses |
| Executioner | Captain B | +10% Aim against targets with less than 50% Health |
| Low Profile | Major | Makes partial cover count as full cover |
| Double Tap | Colonel A | Both actions can be used for Standard/Precision/Disabling Shot |
| In The Zone | Colonel B | Additional shot after a critical hit |
| 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. |
| 'Sprinter | 'Corporal A | Allows the support to move 3 additional tiles. |
| Covering Fire | Corporal B | Allows reaction shot to trigger on enemy attacks, not just movement. |
| Field Medic | Sergeant A | Gives 3 Medikits, if the support is carrying them. |
| Unknown | Sergeant B | Not yet revealed |
| Revive | Lieutenant A | Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them. |
| Rifle Suppression | Lieutenant B | Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim. |
| Unknown | Captain A | Not yet revealed |
| Unknown | Captain B | Not yet revealed |
| Unknown | Major | Not yet revealed |
| Unknown | Colonel A | Not yet revealed |
| Unknown | Colonel B | Not yet revealed |
| Combat Stims | Unknown | Temporarily increase squad mates' stats and reduce damage taken |
| 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.
| 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.
Stabilize| 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 |
| Stabilize | Medikit | Prevents a critically injured soldier from bleeding out. |
| 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 |
| Stun | Arc Thrower | Can incapacitate enemy targets. Higher chance if the target's health is at 3 HP or below. |