Abilities (EU2012)
Appearance
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 Actions
These are general actions that can be perform by all your soldiers during the fight.
| Action | Description |
|---|---|
| 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
These are special perks available to each class and rank. Up reaching a certain rank a soldier has to choose exclusively between two abilities.
| Class | Rank Required | Ability | Description |
|---|---|---|---|
| Assault | Squaddie | Run & Gun | Allows to move and make a shot, including at the end of dashing, can't use equipment, cooldown 3 turns |
| Assault | Corporal A | Tactical Sense | Gives +5 to Defense per enemy close to you, up to a maximum of +20 |
| Assault | Corporal B | Aggression | +10% to critical hit per enemy close to you up to 30% |
| Assault | Sergeant A | Lightning Reflexes | Ignores first reaction fire on that turn |
| Assault | Sergeant B | Close & Personal | +30% to critical hit, reduces with distance |
| Assault | Lieutenant A | Rapid Fire | Not yet revealed |
| Assault | Lieutenant B | Unknown | Not yet revealed |
| Assault | Captain A | Unknown | Not yet revealed |
| Assault | Captain B | Unknown | Not yet revealed |
| Assault | Major | Unknown | Not yet revealed |
| Assault | Colonel A | Unknown | Not yet revealed |
| Assault | Colonel B | Unknown | Not yet revealed |
| Assault | Unknown | Rushing? | Not yet revealed |
| Heavy | Squaddie | Fire Rocket | Fires a 6 damage rocket once per combat, requires both action points, one use |
| Heavy | Corporal A | Bullet Swarm | Allows to shoot and then move or shoot twice |
| Heavy | Corporal B | Holo-Targeting | Gives +10% to Aim against your target for squad mates |
| Heavy | Sergeant A | Shredder Rocket | Gives a +33% bonus to damage against that target, deals less damage than standard, lasts 4 turns |
| Heavy | Sergeant B | Suppression | -30% Aim to enemy, allows a reaction shot if the target moves |
| Heavy | Lieutenant A | HEAT Rounds | +100% to damage against robotic enemies |
| Heavy | Lieutenant B | Rapid Reaction | Gives a second reaction fire if the first one was successful |
| Heavy | Captain A | Grenadier | Allows to carry 2 grenades instead of 1, if grenades are carried |
| Heavy | Captain A | Danger Zone | Increases hit area of rockets and suppression by 2 spaces |
| Heavy | Major | Survival | Not yet revealed |
| Heavy | Colonel B | Focused Suppression | Reduce target Aim by 65% and free shot if the target moves |
| Heavy | Colonel B | Tracer Beam Rounds | If hit alien takes extra damage from entire squad |
| Sniper | Squaddie | Headshot | +30% to critical hits, cooldown 2 turns |
| Sniper | Corporal A | Snap Shot | Allows to make a shot with sniper after moving, this shot has -20% Aim |
| Sniper | Corporal B | Squad Sight | Allows to target enemies Not seen by sniper but seen by squadmates, requires clear line of fire |
| Sniper | Sergeant A | Low Profile | Makes partial cover count as full cover |
| Sniper | Lieutenant A | Battle Scanner | Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle |
| Sniper | Captain A | Opportunist | +10 Aim against targets with less than 50% Health |
| Sniper | Major | Damn Good Ground? | +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses |
| Sniper | Colonel A | Double Tap | Both actions can be used for Standard/Precision/Disabling Shot |
| Sniper | Unknown | In The Zone | Additional shot after a critical hit |
| Sniper | Unknown | Improved Overwatch | Unit continues firing as long as it hits the target |
| Sniper | Unknown | Gunslinger | Confers 2 bonus damage with pistols |
| Sniper | Unknown | Disabling Round | Shot to disable alien's main weapon, alien may to fix the weapon, no critical hits, 2 turn cooldown |
| Support | Squaddie | Smoke Grenade | Throw a grenade that provides half cover in a radius, lasts 2 turns, one use |
| Support | Corporal A | Sprinter | Increases movement by 3 squares per action point |
| Support | Corporal B | Covering Fire | Allows reaction fire against opponents who try to shoot |
| Support | Sergeant A | Field Medic | Gives 3 Medikits, if the unit is carrying them |
| Support | Sergeant B | Unknown | Not yet revealed |
| Support | Lieutenant A | Revive | Restores critically wounded operative to 33% health |
| Support | Lieutenant B | Rifle Suppression | -30% to target's Aim, gives reaction fire if target moves |
| Support | Captain A | Unknown | Not yet revealed |
| Support | Captain B | Unknown | Not yet revealed |
| Support | Major | Unknown | Not yet revealed |
| Support | Colonel A | Unknown | Not yet revealed |
| Support | Colonel B | Unknown | Not yet revealed |
| Support | Unknown | Combat Stims | Temporarily increase squad mates' stats and reduce damage taken |
| Psionic | Unknown | Mind Probe? | Speculated - There are 4 specific Psi icons visible on the demos |
| Psionic | Unknown | Panic | |
| Psionic | Unknown | Mind Control | Control of enemy for 5 turns |
| Psionic | Unknown | Rift | Creates a devastating psionic storm |
Officer Training School Abilities
These abilities can be obtained/purchased through building an Officer Training School. They require specific ranks to be purchased/activated.
Equipment Abilities
These are specific abilities provided by the presence or use of selected equipment.