Abilities (EU2012): Difference between revisions
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| align="center" |[[File:ABILITY_FIRE.png|32px|left]] '''Fire''' || align="center" | None || align="center" | Also shared with most aliens. | | align="center" |[[File:ABILITY_MOVE.png|32px|left]] '''Move''' || align="center" | None || align="center" | No description. Shared with all aliens. | ||
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| align="center" |[[File:ABILITY_FIRE.png|32px|left]] '''Fire''' || align="center" | None || align="center" | ''Does up to X damage.''Also shared with most aliens. | |||
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| align="center" |[[File:ABILITY_OVERWATCH.png|32px|left]] '''Overwatch''' || align="center" | None || align="center" | Also shared with most aliens. | | align="center" |[[File:ABILITY_OVERWATCH.png|32px|left]] '''Overwatch''' || align="center" | None || align="center" | ''Fire on the first enemy that moves within your line of sight at a small Aim penalty.'' - Also shared with most aliens. | ||
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| align="center" |[[File:ABILITY_RELOAD.png|32px|left]] '''Reload''' || align="center" | None || align="center" | Also shared with most aliens. | | align="center" |[[File:ABILITY_RELOAD.png|32px|left]] '''Reload''' || align="center" | None || align="center" | ''Reload your weapon.'' Also shared with most aliens. | ||
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| align="center" |[[File:ABILITY_HUNKERDOWN.png|32px|left]] '''Hunker Down''' || align="center" | Cover || align="center" | | | align="center" |[[File:ABILITY_HUNKERDOWN.png|32px|left]] '''Hunker Down''' || align="center" | Cover || align="center" | ''Doubles cover bonus and provides immunity to critical hits, but reduces sight radius.'' | ||
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| align="center" |[[File:ABILITY_GRENADE.png|32px|left]] '''Grenade''' || align="center" | [[Frag Grenade (EU2012)|Frag Grenade]] || align="center" | | | align="center" |[[File:ABILITY_GRENADE.png|32px|left]] '''Frag Grenade''' || align="center" | [[Frag Grenade (EU2012)|Frag Grenade]] || align="center" | ''Does X damage.'' | ||
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| align="center" |[[File:ABILITY_ALIENGRENADE.png|32px|left]] '''Alien Grenade''' || align="center" | [[Alien Grenade (EU2012)|Alien Grenade]] || align="center" | Also shared with some aliens. | | align="center" |[[File:ABILITY_ALIENGRENADE.png|32px|left]] '''Alien Grenade''' || align="center" | [[Alien Grenade (EU2012)|Alien Grenade]] || align="center" | ''Does X damage.'' - Also shared with some aliens. | ||
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| align="center" |[[File:ABILITY_HEAD DOWN.png|32px|left]] '''Head Down''' || align="center" | Civilian VIPs || align="center" | ''Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.'' | | align="center" |[[File:ABILITY_HEAD DOWN.png|32px|left]] '''Head Down''' || align="center" | Civilian VIPs || align="center" | ''Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.'' | ||
Revision as of 02:59, 23 November 2012
A list of all abilities can be found below, with their in-game descriptions. More information about Abilities and their uses can be found on the links on top of each category.
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.
| Ability | Rank Required | Description |
|---|---|---|
| Squaddie | Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown. | |
| Corporal | Confers +10% critical chance per enemy in sight (max +30%). | |
| Corporal | Confers +5 Defense per enemy in sight (max +20). | |
| Sergeant | Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target. | |
| Sergeant | Forces the first reaction shot against this unit each turn to miss. | |
| Lieutenant | Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim. | |
| Lieutenant | Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage. | |
| Captain | Adds 1 damage on critical hits for each enemy the squad can see (up to 5). | |
| Captain | Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. | |
| Major | Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus. | |
| Colonel | Activating Run & Gun now also grants +50% critical damage for the rest of the turn. | |
| Colonel | Confers immunity to critical hits. |
| Ability | Rank Required | Description |
|---|---|---|
| Squaddie | Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. | |
| Corporal | Firing the primary weapon as the first action no longer ends the turn. | |
| Corporal | Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies. | |
| Sergeant | 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. | |
| Sergeant | Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty. | |
| Lieutenant | +100% to damage against robotic enemies. | |
| Lieutenant | Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. | |
| Captain | Allows to carry 2 grenades in a single inventory slot. | |
| Captain | Increases hit area of rockets and suppression by 2 tiles. | |
| Major | Reduces all normal damage taken by 2 if in cover and not flanked. | |
| Colonel | Allows 1 additional standard rocket to be fired per battle. | |
| Colonel | Confers additional damage based on weapon tech level to Suppression and all area-effect abilities. |
| Ability | Rank Required | Description |
|---|---|---|
| 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. a.k.a. Precision Shot. | |
| Corporal | Allows firing at targets in any ally's sight radius. | |
| Corporal | Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. | |
| Sergeant | +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses. | |
| Sergeant | Confers 2 bonus damage with pistols. | |
| Lieutenant | 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. 2 turn cooldown. -10 Aim penalty | |
| Lieutenant | Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle. | |
| Captain | +10% Aim against targets with less than 50% Health. | |
| Captain | Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits. | |
| Major | Makes partial cover count as full. | |
| Colonel | Killing a flanked or uncovered target with the sniper rifle does not cost an action. | |
| Colonel | Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down. |
| Ability | Rank Required | Description |
|---|---|---|
| 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. | |
| Corporal | Allows the support to move 3 additional tiles. | |
| Corporal | Allows reaction shot to trigger on enemy attacks, not just movement. | |
| Sergeant | Allows medikits to be used 3 times per battle instead of once. | |
| Sergeant | Allows 1 additional use of Smoke Grenade each mission. | |
| Lieutenant | Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them. | |
| Lieutenant | Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim. | |
| Captain | Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. | |
| Captain | Smoke Grenades have increased area of effect and further increase units' Defense by 20. | |
| Major | Confers an additional item slot in inventory. | |
| Colonel | Medikits restore 4 more health per use. | |
| Colonel | Allows two reaction shots during Overwatch, instead of only one. |
| Ability | Rank Required | Description |
|---|---|---|
| Psionic | Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown. | |
| Specialist | Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by 30 for 3 turns. 4 turn cooldown. | |
| Specialist | Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown. | |
| Operative | Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting 40 Defense to both allies and enemies within the field. 5 turn cooldown. | |
| Operative | Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. 5 turn cooldown. | |
| Special | Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown. Only available at a certain time in the story. |
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 | Cost | Description |
|---|---|---|---|
| Sergeant | §125 | +25% experience gained from kills | |
| Sergeant | §50 | Squad size increased to 5 soldiers | |
| Lieutenant | §150 | Soldiers heal twice as fast from wounds taken in combat. | |
| Captain | §75 | Squad size increased to 6 soldiers. | |
| Major (EU) Sergeant (EW) |
§200 | Soldiers receive a larger Will bonus each time they are promoted.
(Adds between 2-6 extra Will increases per promotion on top of the default +2-6) | |
| Major | §250 | New soldiers are automatically promoted to the "Squaddie" rank. | |
| Colonel | §275 | The higher the rank, the more likely the soldier will be critically wounded instead of killed (Enemy Unknown Only) | |
| Lieutenant | §50 | The Squad leader substitutes his or her Will for that of all nearby lower Will squadmates (Enemy Within Only) |
General Abilities/Penalties
These are general human abilities and penalties - many are provided by the presence or use of selected equipment or other game features (terrain). The penalties occurring from loss of comrades, injuries, etc. are also listed here.
| Ability | Requirement | Description |
|---|---|---|
| None | No description. Shared with all aliens. | |
| None | Does up to X damage.Also shared with most aliens. | |
| None | Fire on the first enemy that moves within your line of sight at a small Aim penalty. - Also shared with most aliens. | |
| None | Reload your weapon. Also shared with most aliens. | |
| Cover | Doubles cover bonus and provides immunity to critical hits, but reduces sight radius. | |
| Frag Grenade | Does X damage. | |
| Alien Grenade | Does X damage. - Also shared with some aliens. | |
| Civilian VIPs | Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover. | |
| Medikit | Use the Medikit to heal up to 4 Health Points (or more if the soldier is a properly trained Support class.) | |
| Medikit | Use the Medikit to stabilize a critically injured soldier. | |
| Skeleton Suit Ghost Armor |
Use the grappling hook to reach high locations. | |
| Ghost Armor | The Ghost Armor's stealth systems can be activated up to 4 times per battle. Activating Ghost Mode does not cost an action or end the wearer's turn. The wearer becomes invisible to enemies, but must re-activate Ghost Mode each turn to remain so. Firing from stealth confers a large bonus to critical hit chance. | |
| Arc Thrower | Can incapacitate enemy targets within a range of 2. Higher chance if the target's health is at 3 HP or below. - Some alien species have the Stun Immunity ability as a counterpart. | |
| Combat Stims | Use combat stimulants to temporarily increase soldier's stats. +50% Damage, +40 Will and +4 Movement | |
| Terrain | All units receive offensive bonuses against enemies on lower ground. - Also shared with aliens. | |
| Archangel Armor | Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel. - Also shared with flying aliens. | |
| Archangel Armor | Enemies targeting this unit when it is airborne suffer a -10% Aim penalty. - Also shared with flying aliens. Stacks with penalties for enemy being higher. | |
| SHIV | Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.". Also shared with some aliens. | |
| SHIV | Robotic units are immune to Psi and poison attacks. Also shared with some aliens. | |
| Titan Armor | Unit is immune to Poison attacks and effects. | |
| Arc Thrower | description here | |
| Arc Thrower | Repairs robotic units. | |
| Chitin Plating | Confers extra protection that reduces incoming melee damage by 50% and grants +4 health. | |
| Mind Shield | A device that protects the wearer's mind, increasing their Will. | |
| Combat injuries | An ally has fallen, weakening this unit's Will. | |
| Combat losses | This unit has suffered combat wounds, weakening its Will. |
Unique Alien Abilities
| Ability | Species | Description |
|---|---|---|
| Beserker Chryssalid |
Unit may not use ranged weapons. | |
| Sectopod | Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs. | |
| Drone | Overload the unit's own power source, destroying the unit but causing explosive damage similar to a grenade's. Note - Although the description implies the drone will self-destruct, on Classic or Impossible difficulty it has enough health to survive the 3 damage explosion. | |
| Drone | Repairs robotic units. | |
| Sectopod | Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies). | |
| Sectopod | Destroy Terrain or other environmental annoyances at will. | |
| Cyberdisc | Switch to closed mode for increased defense. Allows Death Blossom attack. | |
| Muton | Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for ??? turns. ??? turn cooldown. | |
| Muton | Reacts unpredictably when wounded, provoking panic in enemies. | |
| Beserker | Allows the Berserker to charge an enemy that wounds it. | |
| Beserker | Charge in a straight line through cover to unleash a devastating melee attack | |
| Cyberdisc | Project an intense energy field from Closed position, damaging all nearby enemies. | |
| Floater | Move anywhere on the battlefield in a single turn. Launch cannot be used indoors. | |
| Cyberdisc, Elite Muton, Heavy Floater | Throw or launch grenades over exceptionally long distances. | |
| Thin Man, Chryssalid | Allows vertical leaps onto elevated surfaces during movement. | |
| Thin Man | Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield. | |
| Chryssalid | Poison enemies wounded with melee attacks. | |
| Chryssalid | Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid's attack (not from poison caused by Poisonous Claws). | |
| Sectoid | Psionically assisting an ally, granting the ally an array of stat bonuses. | |
| Sectoid Commander | Merge minds with all lesser allies of the same species nearby, granting them +??? critical chance and +??? health. | |
| Ethereal | Drain health from an ally. | |
| Ethereal | Project a bolt of pure psi force at an enemy. |
Legacy Abilities
These abilities are presented/mentioned on the game code but they are deactivated - most don't seem to work and are merely listed for documentation. The activities whose status is Inactive can be activated through a game mod. For more details check this link [1].
(ingame descriptions appear on Italic text)
















































































































