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Abilities (EU2012)

From UFOpaedia

A list of all abilities can be found below, with their in-game descriptions. More information about Abilities and their uses can be found on the links on top of each category.

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.

Assault Abilties
Ability Rank Required Description
Run & Gun
Squaddie Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
Aggression
Corporal Confers +10% critical chance per enemy in sight (max +30%).
Tactical Sense
Corporal Confers +5 Defense per enemy in sight (max +20).
Close & Personal
Sergeant Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
Lightning Reflexes
Sergeant Forces the first reaction shot against this unit each turn to miss.
Rapid Fire
Lieutenant Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Flush
Lieutenant 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
Captain Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
Close Combat Specialist
Captain Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
Extra Conditioning
Major Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Killer Instinct
Colonel Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
Resilience
Colonel 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.
Bullet Swarm
Corporal Firing the primary weapon as the first action no longer ends the turn.
Holo-Targeting
Corporal Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
Shredder Rocket
Sergeant 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.
Suppression
Sergeant Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
HEAT Ammo
Lieutenant +100% to damage against robotic enemies.
Rapid Reaction
Lieutenant Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
Grenadier
Captain Allows to carry 2 grenades in a single inventory slot.
Danger Zone
Captain Increases hit area of rockets and suppression by 2 tiles.
Will to Survive
Major Reduces all normal damage taken by 2 if in cover and not flanked.
Rocketeer
Colonel Allows 1 additional standard rocket to be fired per battle.
Mayhem
Colonel Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.
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. a.k.a. Precision Shot.
Squad Sight
Corporal Allows firing at targets in any ally's sight radius.
Snap Shot
Corporal Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
Damn Good Ground
Sergeant +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
Gunslinger
Sergeant Confers 2 bonus damage with pistols.
Disabling Shot
Lieutenant 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. 2 turn cooldown. -10 Aim penalty
Battle Scanner
Lieutenant Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
Executioner
Captain +10% Aim against targets with less than 50% Health.
Opportunist
Captain Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Low Profile
Major Makes partial cover count as full.
In The Zone
Colonel Killing a flanked or uncovered target with the sniper rifle does not cost an action.
Double Tap
Colonel Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down.
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 Allows the support to move 3 additional tiles.
Covering Fire
Corporal Allows reaction shot to trigger on enemy attacks, not just movement.
Field Medic
Sergeant Allows medikits to be used 3 times per battle instead of once.
Smoke and Mirrors
Sergeant Allows 1 additional use of Smoke Grenade each mission.
Revive
Lieutenant Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
Rifle Suppression
Lieutenant Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
Combat Drugs
Captain Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.
Dense Smoke
Captain Smoke Grenades have increased area of effect and further increase units' Defense by 20.
Deep Pockets
Major Confers an additional item slot in inventory.
Savior
Colonel Medikits restore 4 more health per use.
Sentinel
Colonel Allows two reaction shots during Overwatch, instead of only one.
Psionic Abilities
Ability Rank Required Description
Mindfray
Psionic 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 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.
Psi Inspiration
Specialist Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by 30 for 3 turns. 4 turn cooldown.
Psi Panic
Specialist Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.
Telekinetic Field
Operative Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting 40 Defense to both allies and enemies within the field. 5 turn cooldown.
Mind Control
Operative Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. 5 turn cooldown.
Rift
Special 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. 4 turn cooldown. Only available at a certain time in the story.

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.

OTS Abilities
Ability Rank Required Cost Description
Wet Work
Sergeant §125 +25% experience gained from kills
Squad Size I
Sergeant §50 Squad size increased to 5 soldiers
Rapid Recovery
Lieutenant §150 Soldiers heal twice as fast from wounds taken in combat.
Squad Size II
Captain §75 Squad size increased to 6 soldiers.
Iron Will
Major (EU)
Sergeant (EW)
§200 Soldiers receive a larger Will bonus each time they are promoted.

(Adds between 2-6 extra Will increases per promotion on top of the default +2-6)

New Guy
Major §250 New soldiers are automatically promoted to the "Squaddie" rank.
Don't Die On Me
Colonel §275 The higher the rank, the more likely the soldier will be critically wounded instead of killed (Enemy Unknown Only)
Lead by Example
Lieutenant §50 The Squad leader substitutes his or her Will for that of all nearby lower Will squadmates (Enemy Within Only)

General Abilities/Penalties

These are general human abilities and penalties - many are provided by the presence or use of selected equipment or other game features (terrain). The penalties occurring from loss of comrades, injuries, etc. are also listed here.

Equipment Abilities
Ability Requirement Description
Move
None No description, icon present on game textures. Shared with all aliens.
Fire
None Does up to X damage.Also shared with most aliens.
Overwatch
None Fire on the first enemy that moves within your line of sight at a small Aim penalty. - Also shared with most aliens.
Reload
None Reload your weapon. Also shared with most aliens.
Hunker Down
Cover Doubles cover bonus and provides immunity to critical hits, but reduces sight radius.
Frag Grenade
Frag Grenade Does X damage.
Alien Grenade
Alien Grenade Does X damage. - Also shared with some aliens.
Head Down
Civilian VIPs Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.
Heal Wound
Medikit Use the Medikit to heal up to 4 Health Points (or more if the soldier is a properly trained Support class.)
Stabilize
Medikit Use the Medikit to stabilize a critically injured soldier.
Grapple Hook
Skeleton 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.
Stun
Arc Thrower Can incapacitate enemy targets within a range of 2. Higher chance if the target's health is at 3 HP or below. - Some alien species have the Stun Immunity ability as a counterpart.
Combat Stims
Combat Stims Use combat stimulants to temporarily increase soldier's stats. +50% Damage, +40 Will and +4 Movement
Elevated Ground
Terrain All units receive offensive bonuses against enemies on lower ground. - Also shared with aliens.
Airborne
Archangel Armor Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel. - Also shared with flying aliens.
Evasion
Archangel Armor Enemies targeting this unit when it is airborne suffer a -10% Aim penalty. - Also shared with flying aliens. Stacks with penalties for enemy being higher.
Hardened
SHIV Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.". Also shared with some aliens.
Robotic
SHIV Robotic units are immune to Psi and poison attacks. Also shared with some aliens.
Poison Immunity
Titan Armor Unit is immune to Poison attacks and effects.
Drone Hack
Arc Thrower Bring an enemy drone under your control.
Repair SHIV
Arc Thrower Repairs robotic units.
Chitin Plating
Chitin Plating Confers extra protection that reduces incoming melee damage by 50% and grants +4 health.
Mind Shield
Mind Shield A device that protects the wearer's mind, increasing their Will.
Battle Fatigue
Combat injuries This unit has suffered combat wounds, weakening its Will.
Fallen Comrades
Combat losses An ally has fallen, weakening this unit's Will.
Panicked
Combat injuries/losses Panicked units have a chance to move or act unpredictably.
Critically Injured
Combat injuries Critically wounded units will bleed out after a short time unless Stabilized or Revived by a Medikit.

Unique Alien Abilities

Ability Species Description
Melee Only
Beserker
Chryssalid
Unit may not use ranged weapons.
Cluster Bomb
Sectopod Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.
Overload
Drone Overload the unit's own power source, destroying the unit but causing explosive damage similar to a grenade's. Note - Although the description implies the drone will self-destruct, on Classic or Impossible difficulty it has enough health to survive the 3 damage explosion.
Repair
Drone Repairs robotic units.
Cannon Fire
Sectopod Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).
Destroy Terrain
Sectopod Destroy Terrain or other environmental annoyances at will. - Icon uncertain.
Close
Cyberdisc Switch to closed mode for increased defense. Allows Death Blossom attack.
Blood Call
Muton Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for ??? turns. ??? turn cooldown.
Intimidate
Muton Reacts unpredictably when wounded, provoking panic in enemies.
Bloodlust
Beserker Allows the Berserker to charge an enemy that wounds it.
Bull Rush
Beserker Charge in a straight line through cover to unleash a devastating melee attack
Death Blossom
Cyberdisc Project an intense energy field from Closed position, damaging all nearby enemies.
Launch
Floater Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.
Bombard
Cyberdisc, Elite Muton, Heavy Floater Throw or launch grenades over exceptionally long distances.
Leap
Thin Man, Chryssalid Allows vertical leaps onto elevated surfaces during movement.
Poison Spit
Thin Man Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.
Poisonous Claws
Chryssalid Poison enemies wounded with melee attacks.
Implant
Chryssalid Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid's attack (not from poison caused by Poisonous Claws).
Mind Merge
Sectoid Psionically assisting an ally, granting the ally an array of stat bonuses.
Greater Mind Merge
Sectoid Commander Merge minds with all lesser allies of the same species nearby, granting them +??? critical chance and +??? health.
Psi Drain
Ethereal Drain health from an ally.
Psi Lance
Ethereal Project a bolt of pure psi force at an enemy.

Disabled Abilities

These abilities are presented/mentioned on the game code but they are deactivated - most don't seem to work and are merely listed for documentation. The activities whose status is Inactive can be activated through a game mod. For more details check this link [1].

Ability Status Description
Aim
Inactive* Increase Aim by 20 for 2 turns
Torch
Inactive* ?????
Command
Inactive* Give a free move to any squadmate that has ended their turn.
Heat Wave
Disabled Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one action to warm up.
Ready For Anything
Disabled Allows Overwatch after shooting, even if no actions remain.
Too Close For Comfort
Disabled Aim penalty for close proximity is halved.
Mark
Disabled ????? - Has icon
Psi Bless
Disabled ?
Motion Detector
Disabled ?
Shot Paint Target
Disabled ? - Has icon
Shot Paint Defense
Disabled ?
Bottom Up
Disabled Apparently Sniper class
Damage Cover
Disabled Damage and potentially destroy enemy cover or other environmental elements.
First Blood
Disabled "Allows a second use of Fire Rocket in each mission." Original name for Rocketeer.
HEAT Rockets
Disabled "All attacks do double damage against robotic enemies." Original name for HEAT Ammo.
Flame On
Disabled Apparently Assault class
Vengeance
Disabled If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it.You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.
Move
Disabled
Fly
Disabled
FlyUp
Disabled
FlyDown
Disabled
Shot Sniper
Disabled
Shot SuppressII
Disabled
Shot SuppressArea
Disabled
Destroy Terrain
Disabled Destroy Terrain or other environmental annoyances at will.
Tesla Hammer
Disabled
Hot Potato
Disabled
PFG
Disabled
PFG Dropped
Disabled
PFG CookedOff
Disabled
Equip Weapon
Disabled
Psi Bolt II
Disabled
Psi Bomb
Disabled
War Cry
Disabled
Berserk
Disabled Has icon
Reanimate Ally
Disabled
Reanimate Enemy
Disabled
Flare Shot
Disabled

Ingame descriptions appear on Italic text. The icons are taken from the game files and their placement is based on are educated guesses based on the Abilities' name and description.

See Also