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Abilities (EU2012)

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Revision as of 12:16, 24 September 2012 by Hobbes (talk | contribs) (Class & Rank Abilities: changed into wikitable format)

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.

Assault Abilties
Ability Rank Required Description
Run & Gun Squaddie Allows to move and make a shot, including at the end of dashing, can't use equipment, cooldown 3 turns.
Tactical Sense Corporal A Confers +5 Defense per enemy in sight (max +20).
Aggression Corporal B Confers +10% critical chance per enemy in sight (max +30%).
Lightning Reflexes Sergeant A Forces the first reaction shot against this unit each turn to miss.
Close & Personal Sergeant B Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
Rapid Fire Lieutenant A Allow for two shots, with potentially twice the damage inflicted but at a lower accuracy.
Unknown Lieutenant B Not yet revealed
Unknown Captain A Not yet revealed
Unknown Captain B Not yet revealed
Unknown Major Not yet revealed
Unknown Colonel A Not yet revealed
Unknown Colonel B Not yet revealed
Rushing? Unknown Mentioned in one video?


Heavy Abilities
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.
Bullet Swarm Corporal A Firing the primary weapon as the first action no longer ends the turn.
Holo-Targeting Corporal B Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
Shredder Rocket 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 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 Lieutenant A +100% to damage against robotic enemies.
Rapid Reaction Lieutenant B Gives a second reaction fire if the first one was successful.
Grenadier Captain A Allows to carry 2 grenades instead of 1, if grenades are carried.
Danger Zone Captain B Increases hit area of rockets and suppression by 2 spaces.
Survival Major No details available
Focused Suppression Colonel A Reduce target Aim by 65% and free shot if the target moves.
Tracer Beam Rounds Colonel B If hit alien takes extra damage from entire squad.
Sniper Class Abilities
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.
Snap Shot Corporal A Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
Squad Sight Corporal B Allows firing at targets in any ally's sight radius.
Battle Scanner Sergeant A Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle
Gunslinger Sergeant B Confers 2 bonus damage with pistols
Opportunist Lieutenant A Unit continues firing on Overwatch as long as it hits the target
Disabling Round Lieutenant B Shot to disable alien's main weapon, alien may to fix the weapon, no critical hits, 2 turn cooldown
Damn Good Ground Captain A +10% Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses
Executioner Captain B +10% Aim against targets with less than 50% Health
Low Profile Major Makes partial cover count as full cover
Double Tap Colonel A Both actions can be used for Standard/Precision/Disabling Shot
In The Zone Colonel B Additional shot after a critical hit
Support Class Abilities
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.
'Sprinter 'Corporal A Allows the support to move 3 additional tiles.
Covering Fire Corporal B Allows reaction shot to trigger on enemy attacks, not just movement.
Field Medic Sergeant A Gives 3 Medikits, if the support is carrying them.
Unknown Sergeant B Not yet revealed
Revive Lieutenant A Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
Rifle Suppression Lieutenant B Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
Unknown Captain A Not yet revealed
Unknown Captain B Not yet revealed
Unknown Major Not yet revealed
Unknown Colonel A Not yet revealed
Unknown Colonel B Not yet revealed
Combat Stims Unknown Temporarily increase squad mates' stats and reduce damage taken
Psionic Class Abilities
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.

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