Abilities (EU2012)
Appearance
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 | 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. |
| Stun | Arc Thrower | Can incapacitate enemy targets. Higher chance if the target's health is at 3 HP or below. |