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Abilities (EU2012)

From UFOpaedia

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.
Rapid Fire Lieutenant B Take two shots against a single target in quick succession. Each shot carries a ??? penalty to Aim.
Bring 'Em On Captain A Adds ??? damage on critical hits for each enemy the squad can see (up to ???).
Close Combat Specialist Captain B Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require overwatch.
Extra Conditioning Major Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
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.
Ready For Anything Disabled Allows Overwatch after shooting, even if no actions remain. - Appears listed with the rest of the Heavy perks, but it's disabled on the demo.
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.
Bullet Swarm Corporal A Firing the primary weapon as the first action no longer ends the turn.
HEAT Ammo Corporal B +100% to damage against robotic enemies.
HEAT Ammo Corporal B All attacks do double damage against robotic enemies. Rocket upgrade
Suppression Sergeant A Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty. a.k.a. Focused Supression in the demo files. It's possible that there are 2 perks using the same text, but with different percentages.
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.
Holo-Targeting Captain B Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies. a.k.a. Tracer Beam in the demo's files.
Will to Survive Major Reduces all normal damage taken by ??? if in cover and not flanked.
Rocketeer Colonel A Allows a second use of Fire Rocket in each mission. - Also contains the name First Blood on the code. a.k.a. First Blood on the demo files.
Mayhem Colonel B Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.
Rocketeer Hero? Allows ??? additional standard rocket to be fired per battle. - Almost the same but above one uses a different ingame name, possibly allowing for even more rockets. A different perk? Or could it be meant for Support?
Improved Suppression Hero? Can fire a special shot that grants reaction fire at a single target. The target also suffers a -65 Aim penalty. It's possible that there's an upgrade to the suppression perk with different percentages.
Sniper 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. a.k.a. Precision Shot.
Squad Sight Corporal A Allows firing at targets in any ally's sight radius.
Gunslinger Corporal B 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 Sergeant A Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
Disabling Round Lieutenant A 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. ??? turn cooldown.
Battle Scanner Lieutenant B Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
Opportunist Captain 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 Major Makes partial cover count as full.
Double Tap Colonel A Both actions can be used for Standard/Precision/Disabling Shot. 2 turn cool down.
In The Zone Colonel B Killing a flanked or uncovered target with the sniper rifle does not cost an action.
Too Close For Comfort Hero? Aim penalty for close proximity is halved. - appears grouped with the rest of the Sniper class.
Support 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.
Sprinter Corporal A Allows the support to move 3 additional tiles.
Smoke and Mirrors Corporal B Allows ??? additional use of Smoke Grenade each mission.
Covering Fire Sergeant A Allows reaction shot to trigger on enemy attacks, not just movement.
Field Medic Sergeant B Allows medikits to be used 3 times per battle instead of once.
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.
Combat Drugs Captain A Smoke Grenades now contain powerful stimulants that grant +??? Will and +???% critical chance for all units in the cloud.
Dense Smoke Captain B Smoke Grenades have increased area of effect and further increase units' Defense by ???.
Deep Pockets Major Confers an additional item slot in inventory.
Savior Colonel A? Medikits restore ??? more health per use.
Sentinel Colonel B? Allows two reaction shots during Overwatch, instead of only one.
Improved Suppression Hero? Fires a barrage that pins down a target, granting reaction fire against it and imposing a ??? penalty to aim. - Speculation.
Psionic Abilities
Ability Rank Required Description
Mind Merge Trainee? Psionically assisting an ally, granting the ally an array of stat bonuses. - Very likely an ability restricted to aliens.
Mindfray Specialist? 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 ??? base damage. Robotic units are immune. Lasts ??? turns. ??? turn cooldown.
Telekinetic Field Specialist? Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting ??? Defense to both allies and enemies within the field. ??? turn cooldown.
Psi Inspiration Operative? Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by ??? for ??? turns. ??? turn cooldown.
Psi Panic Operative? Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. ??? turn cooldown.
Mind Control Volunteer? Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. ??? turn cooldown.
Rift Volunteer? 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. ??? turn cooldown.

Race Abilities

Unknown Abilities (likely Alien)
Ability Race Description
Vengeance Panic? If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it.You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.
Elevated Ground All All units receive offensive bonuses against enemies on lower ground.
Airborne Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.
Greater Mind Merge Sectoid Commander Merge minds with all lesser allies of the same species nearby, granting them +??? critical chance and +??? health.
Heat Wave Sectopod? Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one turn to warm up.
Cluster Bomb Sectopod? Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.
Psi Lance Elder? Project a bolt of pure psi force at an enemy.
Overload Cyberdisc? Overload the unit's own power source, destroying the unit but causing explosive damage similar to a grenade's.
Psi Drain Drain health from an ally.
Mind Control Very difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies.
Repair Drone? Repairs robotic units.
Cannon Fire Cyberdisc? 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).
Blood Call Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for ??? turns. ??? turn cooldown.
Evasion Enemies targeting this unit when it is airborne suffer a -??? Aim penalty.
Intimidate Reacts unpredictably when wounded, provoking panic in enemies.
Bloodlust Bezerker Allows the Berserker to charge an enemy that wounds it.
Bull Rush Bezerker Charge in a straight line through cover to unleash a devastating melee attack
Death Blossom Project an intense energy field from Closed position, damaging all nearby enemies.
Launch Floater? Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.
Bombard Cyberdisc? Throw or launch grenades over exceptionally long distances.
Leap Thin Man? Allows vertical leaps onto elevated surfaces during movement.
Poison Spit Thin Man? Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.
Poisonous Claws Chryssalid Poison enemies wounded with melee attacks.
Implant Chryssalid Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid's attack (not from poison caused by Poisonous Claws).
Blitz Panic? If you kill an enemy during your action phase, then immediately after it ends you may take a regular shot.
Modern Foxhole You can use a gadget to create a force shield that blocks movement and provides partial cover. It expires after 3 turns, or can be turned off. It can be destroyed by enemy weapon fire.
Head Down Civilian Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.
Torch ?????
Mark ?????
Command Give a free move to any squadmate that has ended their turn.
Aim Increase Aim by ? for 2 turns
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(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
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.
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