Abilities (EU2012)

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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
ASSAULT RUNGUN.png
Run & Gun
Squaddie Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
ASSAULT AGGRESSION.png
Aggression
Corporal Confers +10% critical chance per enemy in sight (max +30%).
ASSAULT TACTICALSENSE.png
Tactical Sense
Corporal Confers +5 Defense per enemy in sight (max +20).
ASSAULT CLOSEPERSONAL.png
Close & Personal
Sergeant Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
EW DLC: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.
ASSAULT LIGHTNINGREFLEXES.png
Lightning Reflexes
Sergeant Forces the first reaction shot against this unit each turn to miss.
ASSAULT RAPIDFIRE.png
Rapid Fire
Lieutenant Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
ASSAULT FLUSH.png
Flush
Lieutenant Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
ASSAULT BRINGTHEMON.png
Bring 'Em On
Captain Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
ASSAULT CLOSECOMBAT.png
Close Combat Specialist
Captain Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
ASSAULT EXTRACONDITIONING.png
Extra Conditioning
Major Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
ASSAULT KILLERINSTINCT.png
Killer Instinct
Colonel Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
ASSAULT RESILLIENCE.png
Resilience
Colonel Confers immunity to critical hits.
Heavy Abilities
Ability Rank Required Description
HEAVY FIREROCKET.png
Fire Rocket
Squaddie Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.
HEAVY BULLETSWARM.png
Bullet Swarm
Corporal Firing the primary weapon as the first action no longer ends the turn.
HEAVY HOLO.png
Holo-Targeting
Corporal Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
HEAVY SHREDDER.png
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.
HEAVY SUPPRESSION.png
Suppression
Sergeant Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
HEAVY HEAT AMMO.png
HEAT Ammo
Lieutenant +100% to damage against robotic enemies.
EW DLC: Confers +50% damage against robotic enemies.
HEAVY RAPIDREACTION.png
Rapid Reaction
Lieutenant Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
HEAVY GRENADIER.png
Grenadier
Captain Allows to carry 2 grenades in a single inventory slot.
EW DLC: Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus.
HEAVY DANGERZONE.png
Danger Zone
Captain Increases hit area of rockets and suppression by 2 tiles.
HEAVY WILLTOSURVIVE.png
Will to Survive
Major Reduces all normal damage taken by 2 if in cover and not flanked.
HEAVY ROCKETEER.png
Rocketeer
Colonel Allows 1 additional standard rocket to be fired per battle.
HEAVY MAYHEM.png
Mayhem
Colonel Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.
Sniper Abilities
Ability Rank Required Description
SNIPER HEADSHOT.png
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.
SNIPER SQUADSIGHT.png
Squadsight
Corporal Allows firing at targets in any ally's sight radius.
EW DLC: Allows firing at targets in any ally's sight radius, but these targets cannot be critically hit unless using Headshot.
SNIPER SNAPSHOT.png
Snap Shot
Corporal Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
EW DLC: Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.
SNIPER DGG.png
Damn Good Ground
Sergeant +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
SNIPER GUNSLINGER.png
Gunslinger
Sergeant Confers 2 bonus damage with pistols.
SNIPER DISABLINGSHOT.png
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
SNIPER BATTLESCANNER.png
Battle Scanner
Lieutenant Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
SNIPER EXECUTIONER.png
Executioner
Captain +10% Aim against targets with less than 50% Health.
SNIPER OPPORTUNIST.png
Opportunist
Captain Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
SNIPER LOWPROFILE.png
Low Profile
Major Makes partial cover count as full.
SNIPER ITZ.png
In The Zone
Colonel Killing a flanked or uncovered target with the sniper rifle does not cost an action.
SNIPER DOUBLETAP.png
Double Tap
Colonel Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down.
Support Abilities
Ability Rank Required Description
SUPPORT SMOKEGRENADE.png
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.
SUPPORT SPRINTER.png
Sprinter
Corporal Allows the support to move 3 additional tiles.
SUPPORT COVERINGFIRE.png
Covering Fire
Corporal Allows reaction shot to trigger on enemy attacks, not just movement.
EW DLC: The reaction fire now happens before the enemy attacks, not after.
SUPPORT FIELDMEDIC.png
Field Medic
Sergeant Allows medikits to be used 3 times per battle instead of once.
SUPPORT SMOKEMIRRORS.png
Smoke and Mirrors
Sergeant Allows 1 additional use of Smoke Grenade each mission.
EW DLC: Allows two extra uses of Smoke Grenade each mission, for a total of three.
SUPPORT REVIVE.png
Revive
Lieutenant Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
SUPPORT RIFLESUPPRESSION.png
Rifle Suppression
Lieutenant Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
SUPPORT COMBATDRUGS.png
Combat Drugs
Captain Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.
SUPPORT DENSESMOKE.png
Dense Smoke
Captain Smoke Grenades have increased area of effect and further increase units' Defense by 20. (Also grants +20 Aim Bonus)
SUPPORT DEEPPOCKETS.png
Deep Pockets
Major Confers an additional item slot in inventory.
EW DLC: All limited-use items in your inventory receive one extra use.
SUPPORT SAVIOR.png
Savior
Colonel Medikits restore 4 more health per use.
SUPPORT SENTINEL.png
Sentinel
Colonel Allows two reaction shots during Overwatch, instead of only one.
Psionic Abilities
Ability Rank Required Description
PSIONIC MINDFRAY.png
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.
PSIONIC PSIINSPIRATION.png
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.
PSIONIC PANIC.png
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.
PSIONIC TELEKINETICFIELD.png
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.
PSIONIC MINDCONTROL.png
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.
PSIONIC RIFT.png
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.
MEC Trooper Abilities
Ability Rank Required Description
MEC SHOCK ABSORBENT ARMOR.png
Shock-Absorbent Armor
Squaddie (Assault) Damage received from enemies within 4 tiles is reduced by 33%.
MEC BODY SHIELD.png
Body Shield
Squaddie (Heavy) The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.
MEC PLATFORM STABILITY.png
Platform Stability
Squaddie (Sniper) Any shots taken without moving have +10 Aim and +10% critical chance.
MEC DISTORTION FIELD.png
Distortion Field
Squaddie (Support) Nearby allies in cover receive +10 Defense.
MEC COLLATERAL DAMAGE.png
Collateral Damage
Squaddie Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.
MEC ADVANCED FIRE CONTROL.png
Advanced Fire Control
Corporal Shots from Overwatch no longer suffer any Aim penalty.
MEC AUTOMATED THREAT ASSESSMENT.png
Automated Threat Assessment
Corporal Confers +15 Defense when in Overwatch. Cancelled when the MEC fires.
MEC VITAL POINT TARGETING.png
Vital-Point Targeting
Sergeant Confers 2 bonus damage against targets that have been autopsied.
MEC DAMAGE CONTROL.png
Damage Control
Sergeant When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns.
MEC JET BOOT MODULE.png
Jet Boot Module
Lieutenant When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn. Has an unlisted 1-turn cooldown.
MEC ONE FOR ALL.png
One For All
Lieutenant When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.
MEC REPAIR SERVOS.png
Repair Servos
Captain Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.
MEC EXPANDED STORAGE.png
Expanded Storage
Captain Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.
MEC OVERDRIVE.png
Overdrive
Major Firing the MEC's primary weapon as the first action no longer ends the turn.
MEC ABSORTION FIELDS.png
Absortion Fields
Colonel Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.
MEC REACTIVE TARGETING SENSORS.png
Reactive Targeting Sensors
Colonel MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so.

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
OTS WETWORK.png
Wet Work
Sergeant §125 +25% experience gained from kills
OTS SQUADSIZEI.png
Squad Size I
Sergeant §50 Squad size increased to 5 soldiers
OTS RAPIDRECOVERY.png
Rapid Recovery
Lieutenant §150 Soldiers heal twice as fast from wounds taken in combat.
OTS SQUADSIZEII.png
Squad Size II
Captain §75 Squad size increased to 6 soldiers.
OTS IRONWILL.png
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)

OTS NEWGUY.png
New Guy
Major §250 New soldiers are automatically promoted to the "Squaddie" rank.
OTS DONTDIEONME.png
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)
OTS LEAD BY EXAMPLE (EU2012).png
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
ABILITY MOVE.png
Move
None No description, icon present on game textures. Shared with all aliens.
ABILITY FIRE.png
Fire
None Does up to X damage.Also shared with most aliens.
ABILITY OVERWATCH.png
Overwatch
None Fire on the first enemy that moves within your line of sight at a small Aim penalty. - Also shared with most aliens.
ABILITY RELOAD.png
Reload
None Reload your weapon. Also shared with most aliens.
ABILITY HUNKERDOWN.png
Hunker Down
Cover Doubles cover bonus and provides immunity to critical hits, but reduces sight radius.
ABILITY GRENADE.png
Frag Grenade
Frag Grenade Does X damage.
ABILITY ALIENGRENADE.png
Alien Grenade
Alien Grenade Does X damage. - Also shared with some aliens.
ABILITY HEAD DOWN.png
Head Down
Civilian VIPs Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.
ABILITY HEALWOUND.png
Heal Wound
Medikit Use the Medikit to heal up to 4 Health Points (or more if the soldier is a properly trained Support class.)
ABILITY STABILIZE.png
Stabilize
Medikit Use the Medikit to stabilize a critically injured soldier.
ABILITY GRAPPLE.png
Grapple Hook
Skeleton Suit
Ghost Armor
Use the grappling hook to reach high locations.
ABILITY GHOST.png
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.
ABILITY STUN.png
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.
ABILITY STIMS.png
Combat Stims
Combat Stims Use combat stimulants to temporarily increase soldier's stats. Incoming damage cut by 50%(rounded down), +40 Will against Panic and +3 Movement.
ABILITY ELEVATION.png
Elevated Ground
Terrain All units receive offensive bonuses against enemies on lower ground. - Also shared with aliens.
ABILITY FLIGHT.png
Airborne
Archangel Armor Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel. - Also shared with flying aliens.
ABILITY EVASION.png
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.
ABILITY HARDENED.png
Hardened
S.H.I.V. Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.". Also shared with some aliens.
UNKNOWN.png
Robotic
S.H.I.V. Robotic units are immune to Psi and poison attacks. Also shared with some aliens.
ABILITY IMMUNITY.png
Poison Immunity
Titan Armor Unit is immune to Poison attacks and effects.
ABILITY DRONEHACK.png
Drone Hack
Arc Thrower Bring an enemy drone under your control.
ABILITY REPAIRSHIV.png
Repair SHIV
Arc Thrower Repairs robotic units.
ABILITY CHITINPLATING.png
Chitin Plating
Chitin Plating Confers extra protection that reduces incoming melee damage by 50% and grants +4 health.
ABILITY MIND SHIELD.png
Mind Shield
Mind Shield A device that protects the wearer's mind, increasing their Will.
PENALTY BATTLEFATIGUE.png
Battle Fatigue
Combat injuries This unit has suffered combat wounds, weakening its Will.
PENALTY FALLEN COMRADES.png
Fallen Comrades
Combat losses An ally has fallen, weakening this unit's Will.
PENALTY PANICKED.png
Panicked
Combat injuries/losses Panicked units have a chance to move or act unpredictably.
PSIONIC MINDFRAY.png
Hallucinating
Mind Fray attack Hallucinating units have their Aim, Mobility and Will affected.
UNKNOWN.png
Critically Injured
Combat injuries Critically wounded units will bleed out after a short time unless Stabilized or Revived by a Medikit.
Enemy Within Additions
COMM ARRAY HACK.png
Comm Array Hack.
Covert Operative See link
FLASHBANG GRENADE ICON.png
Flashbang Grenade
Flashbang Grenade See link
GAS GRENADE ICON.png
Gas Grenade
Gas Grenade See link
GHOST GRENADE ICON.png
Ghost Grenade
Ghost Grenade See link
MEC CLOSE COMBAT ICON.png
MEC Close Combat
MEC Trooper See link
MIMIC BEACON ICON.png
Mimic Beacon
Mimic Beacon See link
NEEDLE GRENADE ICON.png
Needle Grenade
Needle Grenade See link
REAPER ROUNDS ICON.png
Reaper Rounds
Reaper Rounds See link
RESPIRATOR IMPLANT ICON.png
Respirator Implant
Respirator Implant See link'
SCOPE ICON.png
S.C.O.P.E.
S.C.O.P.E. See link
SENTINEL MODULE ICON.png
Sentinel Module
Sentinel Drone See link

Unique Alien Abilities

Ability Species Description
UNKNOWN.png
Melee Only
Berserker
Chryssalid
Unit may not use ranged weapons.
ALIEN CLUSTERBOMB.png
Cluster Bomb
Sectopod Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.
ALIEN OVERLOAD.png
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.
ALIEN REPAIR.png
Repair
Drone Repairs robotic units.
ALIEN CANNONFIRE.png
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).
ALIEN DESTROYTERRAIN.png
Destroy Terrain
Sectopod Destroy Terrain or other environmental annoyances at will. - Icon uncertain.
UNKNOWN.png
Close
Cyberdisc Switch to closed mode for increased defense. Allows Death Blossom attack.
ALIEN BLOODCALL.png
Blood Call
Muton Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. (+10% aim, +10 will, +4 move)
ALIEN INTIMIDATE.png
Intimidate
Muton Reacts unpredictably when wounded, provoking panic in enemies.
ALIEN BLOODLUST.png
Bloodlust
Berserker Allows the Berserker to charge an enemy that wounds it.
ALIEN BULLRUSH.png
Bull Rush
Berserker Charge in a straight line through cover to unleash a devastating melee attack
ALIEN DEATHBLOSSOM.png
Death Blossom
Cyberdisc Project an intense energy field from Closed position, damaging all nearby enemies.
ALIEN LAUNCH.png
Launch
Floater Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.
ALIEN BOMBARD.png
Bombard
Cyberdisc, Elite Muton, Heavy Floater Throw or launch grenades over exceptionally long distances.
ALIEN LEAP.png
Leap
Thin Man, Chryssalid Allows vertical leaps onto elevated surfaces during movement.
ALIEN POISON.png
Poison Spit
Thin Man Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.
ALIEN POISONCLAW.png
Poisonous Claws
Chryssalid Poison enemies wounded with melee attacks.
ALIEN IMPLANT.png
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).
PSIONIC MINDMERGE.png
Mind Merge
Sectoid Psionically assisting an ally, granting the ally an array of stat bonuses.
PSIONIC GREATERMINDMERGE.png
Greater Mind Merge
Sectoid Commander Merge minds with all lesser allies of the same species nearby, granting them +25 critical chance and +1 health.
PSIONIC PSIDRAIN.png
Psi Drain
Ethereal Drain health from an ally.
PSIONIC PSILANCE.png
Psi Lance
Ethereal Project a bolt of pure psi force at an enemy.
Enemy Within Additions
REINFORCED ARMOR.png
Reinforced Armor
Sectopod All incoming damage is reduced by 50%
PLASMA BARRAGE.png
Plasma Barrage
Mechtoid Twin-linked plasma mini-cannons allow the Mechtoid two shots in the same turn.
STRANGLE.png
Strangle
Seeker Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.

See Also