Abilities (EU2012)
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. Click on each column to sort contents alphabetically.
| Ability | Class | Rank Required | Description |
|---|---|---|---|
| Run & Gun | Assault | Squaddie | Allows to move and make a shot, including at the end of dashing, can't use equipment, cooldown 3 turns. |
| Tactical Sense | Assault | Corporal A | Confers +5 Defense per enemy in sight (max +20). |
| Aggression | Assault | Corporal B | Confers +10% critical chance per enemy in sight (max +30%). |
| Lightning Reflexes | Assault | Sergeant A | Forces the first reaction shot against this unit each turn to miss. |
| Close & Personal | Assault | Sergeant B | Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target. |
| Rapid Fire | Assault | Lieutenant A | Allow for two shots, with potentially twice the damage inflicted but at a lower accuracy |
| Unknown | Assault | Lieutenant B | Not yet revealed |
| Unknown | Assault | Captain A | Not yet revealed |
| Unknown | Assault | Captain B | Not yet revealed |
| Unknown | Assault | Major | Not yet revealed |
| Unknown | Assault | Colonel A | Not yet revealed |
| Unknown | Assault | Colonel B | Not yet revealed |
| Rushing? | Assault | Unknown | Mentioned in one video? |
| Fire Rocket | Heavy | Squaddie | Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. |
| Bullet Swarm | Heavy | Corporal A | Firing the primary weapon as the first action no longer ends the turn. |
| Holo-Targeting | Heavy | Corporal B | Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies. |
| Shredder Rocket | Heavy | Sergeant A | 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 ??? |
| Suppression | Heavy | Sergeant B | Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty. |
| HEAT Rounds | Heavy | Lieutenant A | +100% to damage against robotic enemies |
| Rapid Reaction | Heavy | Lieutenant B | Gives a second reaction fire if the first one was successful |
| Grenadier | Heavy | Captain A | Allows to carry 2 grenades instead of 1, if grenades are carried |
| Danger Zone | Heavy | Captain B | Increases hit area of rockets and suppression by 2 spaces |
| Survival | Heavy | Major | No details available |
| Focused Suppression | Heavy | Colonel A | Reduce target Aim by 65% and free shot if the target moves |
| Tracer Beam Rounds | Heavy | Colonel B | If hit alien takes extra damage from entire squad |
| Headshot | Sniper | 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. |
| Snap Shot | Sniper | Corporal A | Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. |
| Squad Sight | Sniper | Corporal B | Allows firing at targets in any ally's sight radius. |
| Low Profile | Sniper | Sergeant A | Makes partial cover count as full cover |
| Battle Scanner | Sniper | Lieutenant A | Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle |
| Opportunist | Sniper | Captain A | +10% Aim against targets with less than 50% Health |
| Damn Good Ground | Sniper | Major | +10% Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses |
| Double Tap | Sniper | Colonel A | Both actions can be used for Standard/Precision/Disabling Shot |
| In The Zone | Sniper | Unknown | Additional shot after a critical hit |
| Improved Overwatch | Sniper | Unknown | Unit continues firing as long as it hits the target |
| Gunslinger | Sniper | Unknown | Confers 2 bonus damage with pistols |
| Disabling Round | Sniper | Unknown | Shot to disable alien's main weapon, alien may to fix the weapon, no critical hits, 2 turn cooldown |
| Smoke Grenade | Support | 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 | Support | Corporal A | Allows the support to move 3 additional tiles. |
| Covering Fire | Support | Corporal B | Allows reaction shot to trigger on enemy attacks, not just movement. |
| Field Medic | Support | Sergeant A | Gives 3 Medikits, if the support is carrying them |
| Unknown | Support | Sergeant B | Not yet revealed |
| Revive | Support | Lieutenant A | Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them. |
| Rifle Suppression | Support | Lieutenant B | Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim. |
| Unknown | Support | Captain A | Not yet revealed |
| Unknown | Support | Captain B | Not yet revealed |
| Unknown | Support | Major | Not yet revealed |
| Unknown | Support | Colonel A | Not yet revealed |
| Unknown | Support | Colonel B | Not yet revealed |
| Combat Stims | Support | Unknown | Temporarily increase squad mates' stats and reduce damage taken |
| Mind Probe? | Psionic | Unknown | Speculated - There are 4 specific Psi icons visible on the demos |
| Panic | Psionic | Unknown | If successful targeted unit panic and either will be unable to move and fire or run or go bezerk |
| Mind Control | Psionic | Unknown | Control of enemy for 5 turns |
| Rift | Psionic | 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.
| 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 |
| Grapple Hook | Skeleton 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 |