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Abilities (EU2012)

From UFOpaedia

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 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.


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.
Holo-Targeting Corporal A Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
HEAT Ammo Corporal B1? +100% to damage against robotic enemies.
HEAT Ammo Corporal B2? All attacks do double damage against robotic enemies. (Rockets)
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. - Also contains the name First Blood on the code.
Mayhem ??? Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.
Rocketeer ??? Allows ??? additional standard rocket to be fired per battle. - Different version for the one above, possibly another upgrade.
Focused Suppression Dropped? Reduce target Aim by 65% and free shot if the target moves. Unsure if the ability has been dropped or replaced with Mayhem.
Tracer Beam Rounds Renamed? If hit alien takes extra damage from entire squad. - most likely replaced with Mayhem. The name Tracer Beam also appears on the code for the Holo-Targetting perk.
Sniper 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.
Squad Sight Corporal A Allows firing at targets in any ally's sight radius.
Too Close For Comfort Corporal B? Aim penalty for close proximity is halved.
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.
Double Tap Major Both actions can be used for Standard/Precision/Disabling Shot. 2 turn cool down.
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 ???? 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. ??? turn cooldown.
Support 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 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 Lieutenant A? Smoke Grenades have increased area of effect and further increase units' Defense by ???.
Deep Pockets Lieutenant B? Confers an additional item slot in inventory.
Revive Captain A? Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
Rifle Suppression Captain B? Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
Savior Major? Medikits restore ??? more health per use.
Smoke and Mirrors Colonel A? Allows ??? additional use of Smoke Grenade each mission.
Sentinel Colonel B? Allows two reaction shots during Overwatch, instead of only one.
Psionic Abilities
Ability Rank Required Description
Mind Merge Sectoid? Psionically assisting an ally, granting the ally an array of stat bonuses. - Very likely an ability restricted to aliens.
Mindfray None "Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing ??? base damage. Robotic units are immune. Lasts ??? turns. ??? turn cooldown.
Telekinetic Field Trainee Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting ??? Defense to both allies and enemies within the field. ??? turn cooldown.
Psi Inspiration Specialist Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by ??? for ??? turns. ??? turn cooldown.
Psi Panic Operative? Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. ??? turn cooldown.
Mind Control Volunteer? Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. ??? turn cooldown.
Rift Volunteer? Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. ??? turn cooldown.

(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
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.
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