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 | | 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" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | align="center" | '''Resilience''' || align="center" | Colonel B || align="center" | ''Confers immunity to critical hits.'' | ||
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| align="center" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | 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" | | | 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. | |||
|} | |} | ||
{| 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" | ''' | | align="center" | '''Squad Sight''' || align="center" | Corporal A || align="center" | ''Aim penalty for close proximity is halved'' | ||
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| align="center" | ''' | | 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" | ''' | | align="center" | '''Gunslinger''' || align="center" | Sergeant A || align="center" | ''Confers 2 bonus damage with pistols.'' | ||
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| align="center" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | align="center" | '''Executioner''' || align="center" | Captain A || align="center" | ''+10% Aim against targets with less than 50% Health.'' | ||
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| align="center" | ''' | | align="center" | '''Low Profile''' || align="center" | Captain B || align="center" | ''Makes partial cover count as full.'' | ||
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| align="center" | ''' | |-| 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" | ''' | | 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" | '''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" | ''' | |||
| 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" | ''' | | 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" | ''' | | 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" | ''' | | 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" | ''' | | align="center" | '''Deep Pockets''' || align="center" | Lieutenant A || align="center" | ''Confers an additional item slot in inventory.'' | ||
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| align="center" | ''' | | 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" | ''' | | 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" | ''' | | align="center" | '''Savior''' || align="center" | Captain B? || align="center" | ''Medikits restore ??? more health per use.'' | ||
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| align="center" | ''' | | align="center" | '''Smoke and Mirrors''' || align="center" | Major? || align="center" | ''Allows ??? additional use of Smoke Grenade each mission.'' | ||
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| align="center" | ''' | | 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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|} | |} | ||
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.
| 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. |
| 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. |
| 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. |
| 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 |
| 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. |