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Abilities (EU2012)

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Revision as of 12:10, 21 September 2012 by Hobbes (talk | contribs)

Your soldiers' actions on the battlefield are determined by their abilities, which are given by their rank, class, equipment and perks purchased through the Officer Training School.

General Abilities

Move - Either walk or dash.
Fire - Shoot the enemy
Overwatch - Takes a shot at the next enemy that moves into sight range.
Reload - Spend a full action to reload weapon.
Hunker - Provides a defensive bonus.

Class & Rank Abilities

ClassRankAbilityDescription
HeavySquaddieFire RocketFires a 6 damage rocket once per combat, requires both action points, one use
CorporalBullet Swarm
Holo-Targeting
Allows to shoot and then move or shoot twice
Gives +10% to Aim against your target for squad mates
SergeantShredder Rocket
Suppression
Gives a +33% bonus to damage against that target, deals less damage than standard, lasts 4 turns
-30% Aim to enemy, allows a reaction shot if the target moves
LieutenantHEAT Rounds
Rapid Reaction
+100% to damage against robotic enemies
Gives a second reaction fire if the first one was successful
CaptainGrenadier
Danger Zone
Allows to carry 2 grenades instead of 1, if grenades are carried
Increases hit area of rockets and suppression by 2 spaces
MajorSurvival
ColonelFocused Suppression
Tracer Beam Rounds
Reduce target Aim by 65% and free shot if the target moves
If hit alien takes extra damage from entire squad
SniperSquaddieHeadshot+30% to critical hits, cooldown 2 turns
CorporalSnap Shot
Squad Sight
Allows to make a shot with sniper after moving, this shot has -20% Aim
Allows to target enemies not seen by sniper but seen by squadmates, requires clear line of fire
SergeantLow Profile
?????
LieutenantBattle Scanner
?????
CaptainOpportunist
?????
Major
Colonel
AssaultSquaddieRun & GunAllows to move and make a shot, including at the end of dashing, can't use equipment, cooldown 3 turns
CorporalTactical Sense
Aggression
Gives +5 to Defense per enemy close to you, up to a maximum of +20
+10% to critical hit per enemy close to you up to 30%
SergeantLightning Reflexes
Close & Personal
Ignores first reaction fire on that turn
+30% to critical hit, reduces with distance
LieutenantRapid Fire
?????
Captain
Major
Colonel
SupportSquaddieSmoke GrenadeThrow a grenade that provides half cover in a radius, lasts 2 turns, one use
CorporalSprinter
Covering Fire
Increases movement by 3 squares per action point
Allows reaction fire against opponents who try to shoot
SergeantField Medic
?????
Gives 3 Medikits, if the unit is carrying them
LieutenantRevive
Rifle Suppression
Restores critically wounded operative to 33% health
-30% to target's Aim, gives reaction fire if target moves
Captain
Major
Colonel
Psionic?????Mind Probe?speculated
?????Panic
?????Mind ControlControl of enemy for 5 turns
?????RiftCreates a devastating psionic storm

Officer Training School Abilities

Equipment Abilities