Talk:Abilities (EU2012)

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Excessive use of tables?

No offence Hobbes, but putting all abilities in one or several big tables was a horrible idea. It has a lot of repetitive data (Class, Rank) the really important focus, the descriptions are horrible to try and read (italic, centred and really no grouping).
Personally I prefer to use wiki tables, but that might just be a matter of taste (I don't know what is best). --Kokkan 16:39, 21 September 2012 (EDT)

I'm using this format here because my intention was to have an simple overview of the entire perk system - I'm not planning to add anymore data or details - that can go to the Classes articles (and your wiki tables are looking good there - I also preferred your descriptions rather than the game ones). As you mentioned, I've changed the format from centered to left - i will later get rid of the italics as well, once we get all the official descriptions. Do you have any other suggestion to present this data here?Hobbes 17:15, 21 September 2012 (EDT)
The current way you are doing it looks fine to me, grouping it by class, OTS, equipment makes it a lot more readable. Later we can add a section with Alien abilities grouped by alien race or something.If I were to comment on something though, then it would be to keep the "increment" data in the left most column (that would be rank in the case) --Kokkan 09:52, 24 September 2012 (EDT)
Then again, I'm not sure. Since all abilitie4s can't be sorted this way.--Kokkan 10:44, 24 September 2012 (EDT)
I actually tried wikitable and I prefer that format and will convert all the other tables, thanks for the suggestion. Good idea on the aliens' abilities, there's already quite a few that can be added. Hobbes 11:43, 24 September 2012 (EDT)


Combat stims provide 50% damage mitigation (I think incoming damage is rounded down, I.E. a 5 damage grenade hits for 2). Not sure about the damage boost.

There was some mention that the support's combat drugs also boost agent's aim by 10 or 20%. May be worth checking out.

The Aim boost is already added to the Support (EU2012) page. Thanks for the other info, feel free to add it :)Hobbes 14:12, 2 December 2012 (EST)


Where are we going to put combat Penalties that show up in red on the right side of the F1 info view of a soldier or alien in combat? For example: "Battle Fatigue - This unit has suffered combat wounds, weakening its Will." In this case, it was a 6HP Heavy with 2HP left & 33 Will (-7 from Rookie but -10 from his norm). Robbx213 19:32, 10 October 2012 (EDT)

Probably better somewhere on the game play mechanics about unit status. Do you have the values/formula? Hobbes 21:20, 10 October 2012 (EDT)


I'm saving the current version of this page here, not to loose all of Vyns work. But the class layout on tables should be on the class page. This is just a list of abilites, and really should not be listed under soldier in the EU2012 Table. --Kokkan 09:38, 17 October 2012 (EDT)

Your soldiers' actions on the battlefield can influenced by their individual Abilities (a.k.a. perks), which are given by their rank, class, equipment and/or perks purchased through the Officer Training School. In addition, the Aliens (and civilians) also share some of those abilities while possessing unique skills of their own.

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. Click on each column to sort contents alphabetically.

Rank Required Assault Abilties
Squaddie Run & Gun
Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
Corporal Tactical Sense Aggression
Confers +5 Defense per enemy in sight (max +20). Confers +10% critical chance per enemy in sight (max +30%).
Sergeant Lightning Reflexes Close & Personal
Forces the first reaction shot against this unit each turn to miss. Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
Lieutenant Flush Rapid Fire
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage. Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Captain Close Combat Specialist Bring 'Em On
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
Major Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Colonel Resilience Killer Instinct
Confers immunity to critical hits. Activating Run & Gun now also grants +50% critical damage for the rest of the turn.

Rank Required Heavy Abilities
Squaddie Fire Rocket
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.
Corporal Bullet Swarm Holo-Targeting
Firing the primary weapon as the first action no longer ends the turn. Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
Sergeant Shredder Rocket Suppression
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. Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
Lieutenant HEAT Ammo Rapid Reaction
+100% to damage against robotic enemies. (for all attacks) Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
Captain Grenadier Danger Zone
Allows to carry 2 grenades in a single inventory slot. Increases hit area of rockets and suppression by 2 tiles.
Major Will to Survive
Reduces all normal damage taken by 2 if in cover and not flanked.
Colonel Rocketeer Mayhem
Allows 1 additional standard rocket to be fired per battle. Confers additional damage based on weapon tech level to Suppression and all area-effect abilities. (1 damage per tech level)

Rank Required Sniper Abilities
Squaddie Headshot
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.
Corporal Snap Shot Squad Sight
Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. Allows firing at targets in any ally's sight radius.
Sergeant Gunslinger Damn Good Ground
Confers 2 bonus damage with pistols. +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
Lieutenant Disabling Shot Battle Scanner
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 Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
Captain Executioner Opportunist
+10% Aim against targets with less than 50% Health. Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Major Low Profile
Makes partial cover count as full.
Colonel In The Zone Double Tap

Rank Required Support Abilities
Squaddie Smoke Grenade
Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.
Corporal Sprinter Covering Fire
Allows the support to move 3 additional tiles. Allows reaction shot to trigger on enemy attacks, not just movement.
Sergeant Field Medic Smoke and Mirrors
Allows medikits to be used 3 times per battle instead of once. Allows 1 additional use of Smoke Grenade each mission.
Lieutenant Revive Rifle Suppression
Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them. Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
Captain Dense Smoke Combat Drugs
Smoke Grenades have increased area of effect and further increase units' Defense by 20. Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.
Major Deep Pockets
Confers an additional item slot in inventory.
Colonel Savior Sentinel
Medikits restore 4 more health per use. Allows two reaction shots during Overwatch, instead of only one.

Psionic Abilities
Ability Rank Required Description
Mind Merge Unknown Psionically assisting an ally, granting the ally an array of stat bonuses. - Very likely an ability restricted to aliens.
Mindfray Unknown 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.
Telekinetic Field Unknown 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. ??? turn cooldown.
Psi Inspiration Unknown Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by ??? for ??? turns. 4 turn cooldown.
Psi Panic Unknown Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.
Mind Control Unknown Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. 5 turn cooldown.
Rift Unknown 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.

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)

Equipment Abilities

These are specific abilities provided by the presence or use of selected equipment or other game features (terrain).

Equipment Abilities
Ability Requirement Description
Heal Wound Medikit Use the Medikit to heal up to 4 Health Points (or more if the soldier is a properly trained Support class.)
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.
Combat Stims Combat Stims Use combat stimulants to temporarily increase soldier's stats.
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.

Unique Alien Abilities

Ability Species Description
Melee Only Beserker
Unit may not use ranged weapons.
Ready For Anything Sectopod Allows Overwatch after shooting, even if no actions remain. - Reported in the demo.
Greater Mind Merge Sectoid Commander Merge minds with all lesser allies of the same species nearby, granting them +??? critical chance and +??? health.
Heat Wave Sectopod Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one action to warm up.
Cluster Bomb Sectopod Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.
Overload Cyberdisc? Overload the unit's own power source, destroying the unit but causing explosive damage similar to a grenade's.
Psi Drain Drain health from an ally.
Mind Control Very difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies.
Repair Drone Repairs robotic units.
Cannon Fire Cyberdisc 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).
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 Throw or launch grenades over exceptionally long distances.
Leap Thin Man 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).
Head Down Civilian Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.
Destroy Terrain Sectopod? Destroy Terrain or other environmental annoyances at will.
Vengeance All aliens? 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. - Reported on the demo.
Blitz ???? If you kill an enemy during your action phase, then immediately after it ends you may take a regular shot.
Modern Foxhole ???? You can use a gadget to create a force shield that blocks movement and provides partial cover. It expires after 3 turns, or can be turned off. It can be destroyed by enemy weapon fire. - the last three abilities were thought to be disabled until Vengeance was reported on the demo.
Too Close For Comfort ????? Aim penalty for close proximity is halved.

Multiplayer and Disabled Abilities

All other information about abilities present in the demo code. Most don't appear to work and are merely listed for documentation.

Ability Status Description
Torch Multiplayer/Disabled ?????
Mark Multiplayer/Disabled ?????
Command Multiplayer/Disabled Give a free move to any squadmate that has ended their turn.
Psi Bless Multiplayer/Disabled ?
Motion Detector Multiplayer/Disabled ?
Shot Paint Target Multiplayer/Disabled ?
Shot Paint Defense Multiplayer/Disabled ?
Damage Cover Multiplayer/Disabled Damage and potentially destroy enemy cover or other environmental elements.

(ingame descriptions appear on Italic text)

For what it's worth, force-selecting a unit with critical wounds(by clicking on it on the Battlescape) seems to have the Unknown2 Icon associated with the "Critical wound" debuff. Which honestly makes sense, because it clearly looks like they were going for a thready, tachycardiac EKG with the effect there. Arrow Quivershaft 11:42, 1 December 2012 (EST)
On that note, the last two icons look like they'd go with Primed Frag Grenade (Or dropped) and Prime Frag Grenade Cooked Off. And #8 looks sorta like equip or "Pick up weapon". Arrow Quivershaft 14:51, 1 December 2012 (EST)

See Also