Difference between revisions of "Abilities (EU2012)"
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− | | align="center" | '''Heal Wound''' || align="center" | [[Medikit (EU2012)|Medikit]] || align="center" | Use the Medikit to heal up to 4 Health Points or | + | | align="center" | '''Heal Wound''' || align="center" | [[Medikit (EU2012)|Medikit]] || align="center" | Use the Medikit to heal up to 4 Health Points (or more if the soldier is a properly trained Support class.) |
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| align="center" | '''Grapple Hook''' || align="center" | [[Skeleton Suit (EU2012)|Skeleton Suit]]<br>[[Ghost Armor (EU2012)|Ghost Armor]] || align="center" | Use the grappling hook to reach high locations. | | align="center" | '''Grapple Hook''' || align="center" | [[Skeleton Suit (EU2012)|Skeleton Suit]]<br>[[Ghost Armor (EU2012)|Ghost Armor]] || align="center" | Use the grappling hook to reach high locations. | ||
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| align="center" | '''Stealth''' || align="center" | [[Ghost Armor (EU2012)|Ghost Armor]] || align="center" | ''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.'' | | align="center" | '''Stealth''' || align="center" | [[Ghost Armor (EU2012)|Ghost Armor]] || align="center" | ''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.'' | ||
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− | | align="center" | '''Stun''' || align="center" | [[Arc Thrower (EU2012)|Arc Thrower]] || align="center" | ''Can incapacitate enemy targets. Higher chance if the target's health is at 3 HP or below. '' | + | | align="center" | '''Stun''' || align="center" | [[Arc Thrower (EU2012)|Arc Thrower]] || align="center" | ''Can incapacitate enemy targets within a range of 2. Higher chance if the target's health is at 3 HP or below. '' |
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− | | align="center" | '''Combat Stims''' || align="center" | [[Combat Stims (EU2012)|Combat Stims]] || align="center" | ''Use combat | + | | align="center" | '''Combat Stims''' || align="center" | [[Combat Stims (EU2012)|Combat Stims]] || align="center" | ''Use combat stimulants to temporarily increase soldier's stats.'' |
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| align="center" | '''Elevated Ground''' || align="center" | Terrain || align="center" | ''All units receive offensive bonuses against enemies on lower ground.'' - Also shared with aliens. | | align="center" | '''Elevated Ground''' || align="center" | Terrain || align="center" | ''All units receive offensive bonuses against enemies on lower ground.'' - Also shared with aliens. | ||
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| align="center" | '''Airborne''' || align="center" | [[Archangel Armor (EU2012)|Archangel Armor]] || align="center" | ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.'' - Also shared with flying aliens. | | align="center" | '''Airborne''' || align="center" | [[Archangel Armor (EU2012)|Archangel Armor]] || align="center" | ''Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.'' - Also shared with flying aliens. | ||
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− | | align="center" | '''Evasion''' || align="center" | [[Archangel Armor (EU2012)|Archangel Armor]] || align="center" | ''Enemies targeting this unit when it is airborne suffer a - | + | | align="center" | '''Evasion''' || align="center" | [[Archangel Armor (EU2012)|Archangel Armor]] || align="center" | ''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. |
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− | | align="center" | '''Hardened''' || align="center" | [[SHIV (EU2012)|SHIV]] || align="center" | ''Confers extra protection against critical hits. Enemies suffer a - | + | | align="center" | '''Hardened''' || align="center" | [[SHIV (EU2012)|SHIV]] || align="center" | ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits."''. Also shared with some aliens. |
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| align="center" | '''Robotic''' || align="center" | [[SHIV (EU2012)|SHIV]] || align="center" | Robotic units are immune to Psi and poison attacks. Also shared with some aliens. | | align="center" | '''Robotic''' || align="center" | [[SHIV (EU2012)|SHIV]] || align="center" | Robotic units are immune to Psi and poison attacks. Also shared with some aliens. | ||
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− | | align="center" | '''Poison Immunity''' || align="center" | [[Titan Armor (EU2012)|Titan Armor]] || align="center" | '''' | + | | align="center" | '''Poison Immunity''' || align="center" | [[Titan Armor (EU2012)|Titan Armor]] || align="center" | ''Unit is immune to Poison attacks and effects.'' |
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|} | |} | ||
+ | |||
==Unique [[Alien Life Form (EU2012)|Alien]] Abilities== | ==Unique [[Alien Life Form (EU2012)|Alien]] Abilities== | ||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" |
Revision as of 16:58, 11 October 2012
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.
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. |
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. - LMG and Rocket Launcher? |
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. |
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. |
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. |
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 ??? base damage. Robotic units are immune. Lasts ??? turns. ??? turn cooldown. |
Telekinetic Field | Unknown | 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 | Unknown | Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by ??? for ??? turns. ??? turn cooldown. |
Psi Panic | Unknown | Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. ??? turn cooldown. |
Mind Control | Unknown | Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. ??? 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.
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).
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 Chryssalid |
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 turn 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. |
Repair S.H.I.V | Multiplayer | Use the Arc Thrower to repair ??? HP. |
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)