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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.

AbilityClassRank RequiredDescription
Run & GunAssaultSquaddieAllows to move and make a shot, including at the end of dashing, can't use equipment, cooldown 3 turns.
Tactical SenseAssaultCorporal AConfers +5 Defense per enemy in sight (max +20).
AggressionAssaultCorporal BConfers +10% critical chance per enemy in sight (max +30%).
Lightning ReflexesAssaultSergeant AForces the first reaction shot against this unit each turn to miss.
Close & PersonalAssaultSergeant BConfers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
Rapid FireAssaultLieutenant AAllow for two shots, with potentially twice the damage inflicted but at a lower accuracy
UnknownAssaultLieutenant BNot yet revealed
UnknownAssaultCaptain ANot yet revealed
UnknownAssaultCaptain BNot yet revealed
UnknownAssaultMajorNot yet revealed
UnknownAssaultColonel ANot yet revealed
UnknownAssaultColonel BNot yet revealed
Rushing?AssaultUnknownMentioned in one video?
Fire RocketHeavySquaddieFire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.
Bullet SwarmHeavyCorporal AFiring the primary weapon as the first action no longer ends the turn.
Holo-TargetingHeavyCorporal BShooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
Shredder RocketHeavySergeant AFire 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 ???
SuppressionHeavySergeant BCan fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
HEAT RoundsHeavyLieutenant A+100% to damage against robotic enemies
Rapid ReactionHeavyLieutenant BGives a second reaction fire if the first one was successful
GrenadierHeavyCaptain AAllows to carry 2 grenades instead of 1, if grenades are carried
Danger ZoneHeavyCaptain BIncreases hit area of rockets and suppression by 2 spaces
SurvivalHeavyMajorNo details available
Focused SuppressionHeavyColonel AReduce target Aim by 65% and free shot if the target moves
Tracer Beam RoundsHeavyColonel BIf hit alien takes extra damage from entire squad
HeadshotSniperSquaddieFire 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 ShotSniperCorporal ARemoves the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
Squad SightSniperCorporal BAllows firing at targets in any ally's sight radius.
Battle ScannerSniperSergeant AScanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle
GunslingerSniperSergeant BConfers 2 bonus damage with pistols
OpportunistSniperLieutenant AUnit continues firing on Overwatch as long as it hits the target
Disabling RoundSniperLieutenant BShot to disable alien's main weapon, alien may to fix the weapon, no critical hits, 2 turn cooldown
Damn Good GroundSniperCaptain A+10% Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses
ExecutionerSniperCaptain B+10% Aim against targets with less than 50% Health
Low ProfileSniperMajorMakes partial cover count as full cover
Double TapSniperColonel ABoth actions can be used for Standard/Precision/Disabling Shot
In The ZoneSniperColonel BAdditional shot after a critical hit
Smoke GrenadeSupportSquaddieDeploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.
SprinterSupportCorporal AAllows the support to move 3 additional tiles.
Covering FireSupportCorporal BAllows reaction shot to trigger on enemy attacks, not just movement.
Field MedicSupportSergeant AGives 3 Medikits, if the support is carrying them.
UnknownSupportSergeant BNot yet revealed
ReviveSupportLieutenant AAllows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
Rifle SuppressionSupportLieutenant BFires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
UnknownSupportCaptain ANot yet revealed
UnknownSupportCaptain BNot yet revealed
UnknownSupportMajorNot yet revealed
UnknownSupportColonel ANot yet revealed
UnknownSupportColonel BNot yet revealed
Combat StimsSupportUnknownTemporarily increase squad mates' stats and reduce damage taken
Mind MergePsionicUnknownSpeculated - There are 4 specific Psi icons visible on the demos
PanicPsionicUnknownIf successful targeted unit panic and either will be unable to move and fire or run or go bezerk
Mind ControlPsionicUnknownControl of enemy for 5 turns
RiftPsionicUnknownCreates 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.

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
Use the stealth function of the Ghost armor to move undetected
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