Difference between revisions of "Abilities (EU2012)"
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==Class & Rank Abilities== | ==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 | + | 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 (EU2012)|Assault]] Abilties=== | ||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
− | |||
|- | |- | ||
! width="20%" align="center" | Ability | ! width="20%" align="center" | Ability | ||
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|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
|- | |- | ||
− | | align="center" | '''Run & Gun''' || align="center" | Squaddie || align="center" | ''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.'' | + | | align="center" | [[File:ASSAULT RUNGUN.png|32px|left]]'''Run & Gun''' || align="center" | Squaddie || align="center" | ''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.'' |
|- | |- | ||
− | | align="center" style="background: #F2F2F2" | '''Aggression''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Confers +10% critical chance per enemy in sight (max +30%).'' | + | | align="center" style="background: #F2F2F2" |[[File:ASSAULT AGGRESSION.png|32px|left]] '''Aggression''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Confers +10% critical chance per enemy in sight (max +30%).'' |
|- | |- | ||
− | | align="center" style="background: #F2F2F2" | '''Tactical Sense''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Confers +5 Defense per enemy in sight (max +20).'' | + | | align="center" style="background: #F2F2F2" | [[File:ASSAULT TACTICALSENSE.png|32px|left]]'''Tactical Sense''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Confers +5 Defense per enemy in sight (max +20).'' |
|- | |- | ||
− | | align="center" | '''Close & Personal''' || align="center" | Sergeant || align="center" | ''Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.'' | + | | align="center" |[[File:ASSAULT CLOSEPERSONAL.png|32px|left]] '''Close & Personal''' || align="center" | Sergeant || align="center" | ''Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.'' |
|- | |- | ||
− | | align="center" | '''Lightning Reflexes''' || align="center" | Sergeant || align="center" | ''Forces the first reaction shot against this unit each turn to miss.'' | + | | align="center" |[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|left]] '''Lightning Reflexes''' || align="center" | Sergeant || align="center" | ''Forces the first reaction shot against this unit each turn to miss.'' |
|- | |- | ||
− | | align="center" style="background: #F2F2F2" | '''Rapid Fire''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.'' | + | | align="center" style="background: #F2F2F2" |[[File:ASSAULT RAPIDFIRE.png|32px|left]] '''Rapid Fire''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.'' |
|- | |- | ||
− | | align="center" style="background: #F2F2F2" | '''Flush''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.'' | + | | align="center" style="background: #F2F2F2" |[[File:ASSAULT FLUSH.png|32px|left]] '''Flush''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.'' |
|- | |- | ||
− | | align="center" | '''Bring 'Em On''' || align="center" | Captain || align="center" | ''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).'' | + | | align="center" |[[File:ASSAULT BRINGTHEMON.png|32px|left]] '''Bring 'Em On''' || align="center" | Captain || align="center" | ''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).'' |
|- | |- | ||
− | | align="center" | '''Close Combat Specialist''' || align="center" | Captain || align="center" | ''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.'' | + | | align="center" |[[File:ASSAULT CLOSECOMBAT.png|32px|left]] '''Close Combat Specialist''' || align="center" | Captain || align="center" | ''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.'' |
|- | |- | ||
− | | align="center" style="background: #F2F2F2" | '''Extra Conditioning''' || align="center" style="background: #F2F2F2" | Major || align="center" style="background: #F2F2F2" | ''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.'' | + | | align="center" style="background: #F2F2F2" |[[File:ASSAULT EXTRACONDITIONING.png|32px|left]] '''Extra Conditioning''' || align="center" style="background: #F2F2F2" | Major || align="center" style="background: #F2F2F2" | ''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.'' |
|- | |- | ||
− | | align="center" | '''Killer Instinct''' || align="center" | Colonel || align="center" | ''Activating Run & Gun now also grants +50% critical damage for the rest of the turn | + | | align="center" |[[File:ASSAULT KILLERINSTINCT.png|32px|left]] '''Killer Instinct''' || align="center" | Colonel || align="center" | ''Activating Run & Gun now also grants +50% critical damage for the rest of the turn.'' |
− | |||
− | |||
|- | |- | ||
+ | | align="center" |[[File:ASSAULT RESILLIENCE.png|32px|left]] '''Resilience''' || align="center" | Colonel || align="center" | ''Confers immunity to critical hits.'' | ||
|} | |} | ||
+ | ===[[Heavy (EU2012)|Heavy]] Abilities=== | ||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
− | |||
− | |||
! width="20%" align="center" | Ability | ! width="20%" align="center" | Ability | ||
! width="5%" align="center" | Rank Required | ! width="5%" align="center" | Rank Required | ||
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|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
|- | |- | ||
− | | align="center" | '''Fire Rocket''' || align="center" | Squaddie || align="center" | ''Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.'' | + | | align="center" |[[File:HEAVY FIREROCKET.png|32px|left]] '''Fire Rocket''' || align="center" | Squaddie || align="center" | ''Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.'' |
|- | |- | ||
− | | align="center" style="background: #F2F2F2" | '''Bullet Swarm''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Firing the primary weapon as the first action no longer ends the turn.'' | + | | align="center" style="background: #F2F2F2" |[[File:HEAVY BULLETSWARM.png|32px|left]]'''Bullet Swarm''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Firing the primary weapon as the first action no longer ends the turn.'' |
|- | |- | ||
− | | align="center" style="background: #F2F2F2" | '''Holo-Targeting''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.'' | + | | align="center" style="background: #F2F2F2" |[[File:HEAVY HOLO.png|32px|left]]'''Holo-Targeting''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.'' |
|- | |- | ||
− | | align="center" | '''Shredder Rocket''' || align="center" | Sergeant || align="center" | ''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.'' | + | | align="center" |[[File:HEAVY SHREDDER.png|32px|left]] '''Shredder Rocket''' || align="center" | Sergeant || align="center" | ''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.'' |
|- | |- | ||
− | | align="center" | '''Suppression''' || align="center" | Sergeant || align="center" | ''Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.'' | + | | align="center" |[[File:HEAVY SUPPRESSION.png|32px|left]] '''Suppression''' || align="center" | Sergeant || align="center" | ''Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.'' |
|- | |- | ||
− | | align="center" style="background: #F2F2F2" | '''HEAT Ammo''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''+100% to damage against robotic enemies.'' | + | | align="center" style="background: #F2F2F2" |[[File:HEAVY HEAT AMMO.png|32px|left]] '''HEAT Ammo''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''+100% to damage against robotic enemies.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''Confers +50% damage against robotic enemies.'' |
|- | |- | ||
− | | align="center" style="background: #F2F2F2" | '''Rapid Reaction''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.'' | + | | align="center" style="background: #F2F2F2" |[[File:HEAVY RAPIDREACTION.png|32px|left]] '''Rapid Reaction''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.'' |
|- | |- | ||
− | | align="center" | '''Grenadier''' || align="center" | Captain || align="center" | ''Allows to carry 2 grenades in a single inventory slot.'' | + | | align="center" |[[File:HEAVY GRENADIER.png|32px|left]] '''Grenadier''' || align="center" | Captain || align="center" | ''Allows to carry 2 grenades in a single inventory slot.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus.'' |
|- | |- | ||
− | | align="center" | '''Danger Zone''' || align="center" | Captain || align="center" | ''Increases hit area of rockets and suppression by 2 tiles.'' | + | | align="center" |[[File:HEAVY DANGERZONE.png|32px|left]] '''Danger Zone''' || align="center" | Captain || align="center" | ''Increases hit area of rockets and suppression by 2 tiles.'' |
|- | |- | ||
− | | align="center" style="background: #F2F2F2" | '''Will to Survive''' || align="center" style="background: #F2F2F2" | Major || align="center" style="background: #F2F2F2" | ''Reduces all normal damage taken by 2 if in cover and not flanked.'' | + | | align="center" style="background: #F2F2F2" |[[File:HEAVY WILLTOSURVIVE.png|32px|left]] '''Will to Survive''' || align="center" style="background: #F2F2F2" | Major || align="center" style="background: #F2F2F2" | ''Reduces all normal damage taken by 2 if in cover and not flanked.'' |
− | |||
|- | |- | ||
− | | align="center" | '''Rocketeer''' || align="center" | Colonel || align="center" | ''Allows 1 additional standard rocket to be fired per battle | + | | align="center" |[[File:HEAVY ROCKETEER.png|32px|left]] '''Rocketeer''' || align="center" | Colonel || align="center" | ''Allows 1 additional standard rocket to be fired per battle.'' |
− | |||
− | |||
|- | |- | ||
+ | | align="center" |[[File:HEAVY MAYHEM.png|32px|left]] '''Mayhem''' || align="center" | Colonel || align="center" | ''Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.'' | ||
+ | |} | ||
+ | |||
+ | ===[[Sniper (EU2012)|Sniper]] Abilities=== | ||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
− | |||
− | |||
! width="20%" align="center" | Ability | ! width="20%" align="center" | Ability | ||
! width="5%" align="center" | Rank Required | ! width="5%" align="center" | Rank Required | ||
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|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
|- | |- | ||
− | | align="center" | '''Headshot''' || align="center" | Squaddie || align="center" | ''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'''. | + | | align="center" |[[File:SNIPER HEADSHOT.png|32px|left]] '''Headshot''' || align="center" | Squaddie || align="center" | ''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'''. |
− | |||
− | |||
|- | |- | ||
− | | align="center" style="background: #F2F2F2" | ''' | + | | align="center" style="background: #F2F2F2" |[[File:SNIPER SQUADSIGHT.png|32px|left]] '''Squadsight''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Allows firing at targets in any ally's sight radius.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''Allows firing at targets in any ally's sight radius, but these targets cannot be critically hit unless using Headshot.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" style="background: #F2F2F2" |[[File:SNIPER SNAPSHOT.png|32px|left]]'''Snap Shot''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:SNIPER_DGG.png|32px|left]] '''Damn Good Ground''' || align="center" | Sergeant || align="center" | ''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.'' |
|- | |- | ||
− | | align="center" | + | | align="center" |[[File:SNIPER GUNSLINGER.png|32px|left]]'''Gunslinger''' || align="center" | Sergeant || align="center" | ''Confers 2 bonus damage with pistols.'' |
|- | |- | ||
− | | align="center" style="background: #F2F2F2" | ''' | + | | align="center" style="background: #F2F2F2" |[[File:SNIPER DISABLINGSHOT.png|32px|left]] '''Disabling Shot''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''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'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" style="background: #F2F2F2" |[[File:SNIPER BATTLESCANNER.png|32px|left]] '''Battle Scanner''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:SNIPER EXECUTIONER.png|32px|left]]'''Executioner''' || align="center" | Captain || align="center" | ''+10% Aim against targets with less than 50% Health.'' |
|- | |- | ||
− | | align="center" | + | | align="center" |[[File:SNIPER OPPORTUNIST.png|32px|left]]'''Opportunist''' || align="center" | Captain || align="center" | ''Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" style="background: #F2F2F2" |[[File:SNIPER_LOWPROFILE.png|32px|left]] '''Low Profile''' || align="center" style="background: #F2F2F2" | Major || align="center" style="background: #F2F2F2" | ''Makes partial cover count as full.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:SNIPER_ITZ.png|32px|left]]'''In The Zone || align="center" | Colonel || align="center" | ''Killing a flanked or uncovered target with the sniper rifle does not cost an action.'' |
|- | |- | ||
+ | | align="center" |[[File:SNIPER_DOUBLETAP.png|32px|left]]'''Double Tap''' || align="center" | Colonel || align="center" | ''Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down.'' | ||
|} | |} | ||
+ | |||
+ | ===[[Support (EU2012)|Support]] Abilities=== | ||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
− | |||
− | |||
! width="20%" align="center" | Ability | ! width="20%" align="center" | Ability | ||
! width="5%" align="center" | Rank Required | ! width="5%" align="center" | Rank Required | ||
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|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
|- | |- | ||
− | | align="center" | '''Smoke Grenade''' || align="center" | Squaddie || align="center" | ''Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn | + | | align="center" |[[File:SUPPORT SMOKEGRENADE.png|32px|left]]'''Smoke Grenade''' || align="center" | Squaddie || align="center" | ''Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.'' |
− | |||
− | |||
|- | |- | ||
− | | align="center" style="background: #F2F2F2" | ''' | + | | align="center" style="background: #F2F2F2" |[[File:SUPPORT SPRINTER.png|32px|left]]'''Sprinter''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Allows the support to move 3 additional tiles.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" style="background: #F2F2F2" |[[File:SUPPORT COVERINGFIRE.png|32px|left]]'''Covering Fire''' || align="center" style="background: #F2F2F2" | Corporal || align="center" style="background: #F2F2F2" | ''Allows reaction shot to trigger on enemy attacks, not just movement.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: The reaction fire now happens before the enemy attacks, not after. |
+ | |- align="center" | ||
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:SUPPORT FIELDMEDIC.png|32px|left]]'''Field Medic || align="center" | Sergeant || align="center" | ''Allows medikits to be used 3 times per battle instead of once.'' |
|- | |- | ||
− | | align="center" | + | | align="center" |[[File:SUPPORT SMOKEMIRRORS.png|32px|left]] '''Smoke and Mirrors''' || align="center" | Sergeant || align="center" | ''Allows 1 additional use of Smoke Grenade each mission.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''Allows two extra uses of Smoke Grenade each mission, for a total of three.'' |
|- | |- | ||
− | | align="center" style="background: #F2F2F2" | ''' | + | | align="center" style="background: #F2F2F2" |[[File:SUPPORT REVIVE.png|32px|left]]'''Revive || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" style="background: #F2F2F2" |[[File:SUPPORT RIFLESUPPRESSION.png|32px|left]]'''Rifle Suppression''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | ''Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:SUPPORT COMBATDRUGS.png|32px|left]]'''Combat Drugs''' || align="center" | Captain || align="center" | ''Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.'' |
|- | |- | ||
− | | align="center" | + | | align="center" |[[File:SUPPORT DENSESMOKE.png|32px|left]]'''Dense Smoke''' || align="center" | Captain || align="center" | ''Smoke Grenades have increased area of effect and further increase units' Defense by 20.'' (Also grants +20 Aim Bonus) |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" style="background: #F2F2F2" |[[File:SUPPORT DEEPPOCKETS.png|32px|left]]'''Deep Pockets''' || align="center" style="background: #F2F2F2" | Major || align="center" style="background: #F2F2F2" | ''Confers an additional item slot in inventory.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''All limited-use items in your inventory receive one extra use.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:SUPPORT SAVIOR.png|32px|left]]'''Savior''' || align="center" | Colonel || align="center" | ''Medikits restore 4 more health per use.'' |
|- | |- | ||
+ | | align="center" |[[File:SUPPORT SENTINEL.png|32px|left]]'''Sentinel''' || align="center" | Colonel || align="center" | ''Allows two reaction shots during Overwatch, instead of only one.'' | ||
|} | |} | ||
+ | |||
+ | ===[[Psionic (EU2012)|Psionic]] Abilities=== | ||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
− | |||
− | |||
! width="20%" align="center" | Ability | ! width="20%" align="center" | Ability | ||
! width="5%" align="center" | Rank Required | ! width="5%" align="center" | Rank Required | ||
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|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
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− | | align="center" | '''Mindfray''' || align="center" | Psionic || align="center" | ''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.'' | + | | align="center" |[[File:PSIONIC MINDFRAY.png|32px|left]]'''Mindfray''' || align="center" | Psionic || align="center" | ''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.'' |
|- | |- | ||
− | | align="center" style="background: #F2F2F2" | '''Psi Inspiration''' || align="center" style="background: #F2F2F2" | Specialist || align="center" style="background: #F2F2F2" | ''Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by | + | | align="center" style="background: #F2F2F2" |[[File:PSIONIC PSIINSPIRATION.png|32px|left]]'''Psi Inspiration''' || align="center" style="background: #F2F2F2" | Specialist || align="center" style="background: #F2F2F2" | ''Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by 30 for 3 turns. 4 turn cooldown.'' |
|- | |- | ||
− | | align="center" style="background: #F2F2F2" | '''Psi Panic''' || align="center" style="background: #F2F2F2" | Specialist || align="center" style="background: #F2F2F2" | ''Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.'' | + | | align="center" style="background: #F2F2F2" |[[File:PSIONIC PANIC.png|32px|left]]'''Psi Panic''' || align="center" style="background: #F2F2F2" | Specialist || align="center" style="background: #F2F2F2" | ''Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.'' |
|- | |- | ||
− | | align="center" | '''Telekinetic Field''' ||align="center" | Operative || align="center" | ''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. | + | | align="center" |[[File:PSIONIC TELEKINETICFIELD.png|32px|left]]'''Telekinetic Field''' ||align="center" | Operative || align="center" | ''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.'' |
|- | |- | ||
− | | align="center" | '''Mind Control''' || align="center" | Operative || align="center" | ''Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. 5 | + | | align="center" |[[File:PSIONIC MINDCONTROL.png|32px|left]]'''Mind Control''' || align="center" | Operative || align="center" | ''Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. 5 turn cooldown.'' |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
+ | | align="center" style="background: #F2F2F2"|[[File:PSIONIC RIFT.png|32px|left]]'''Rift''' || align="center" style="background: #F2F2F2"| ''Special'' || align="center" style="background: #F2F2F2"| ''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 (EU2012)|MEC Trooper]] Abilities=== | ||
+ | {| class="wikitable" width="100%" | ||
+ | ! width="20%" align="center" | Ability | ||
+ | ! width="5%" align="center" | Rank Required | ||
+ | ! width="75%" align="center" | Description | ||
+ | |- style="vertical-align:top;" | ||
+ | |- align="center" | ||
+ | | [[File:MEC SHOCK ABSORBENT ARMOR.png|32px|left]]'''Shock-Absorbent Armor'''||Squaddie ([[Assault (EU2012)|Assault]])||''Damage received from enemies within 4 tiles is reduced by 33%.'' | ||
+ | |- align="center" | ||
+ | | [[File:MEC BODY SHIELD.png|32px|left]]'''Body Shield'''||Squaddie ([[Heavy (EU2012)|Heavy]])||''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.'' | ||
+ | |- align="center" | ||
+ | | [[File:MEC PLATFORM STABILITY.png|32px|left]]'''Platform Stability'''||Squaddie ([[Sniper (EU2012)|Sniper]])||''Any shots taken without moving have +10 Aim and +10% critical chance.'' | ||
+ | |- align="center" | ||
+ | | [[File:MEC DISTORTION FIELD.png|32px|left]]'''Distortion Field'''||Squaddie ([[Support (EU2012)|Support]])||''Nearby allies in cover receive +10 Defense.'' | ||
+ | |- align="center" | ||
+ | | [[File:MEC COLLATERAL DAMAGE.png|32px|left]]'''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.'' | ||
+ | |- align="center" style="background: #F2F2F2" | ||
+ | | [[File:MEC ADVANCED FIRE CONTROL.png|32px|left]]'''Advanced Fire Control'''||Corporal||''Shots from Overwatch no longer suffer any Aim penalty.'' | ||
+ | |- align="center" style="background: #F2F2F2" | ||
+ | | [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|left]]'''Automated Threat Assessment'''||Corporal||''Confers +15 Defense when in Overwatch. Cancelled when the MEC fires.'' | ||
+ | |- align="center" | ||
+ | | [[File:MEC VITAL POINT TARGETING.png|32px|left]]'''Vital-Point Targeting'''||Sergeant||''Confers 2 bonus damage against targets that have been autopsied.'' | ||
+ | |- align="center" | ||
+ | | [[File:MEC DAMAGE CONTROL.png|32px|left]]'''Damage Control'''||Sergeant||''When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns''. | ||
+ | |- align="center" style="background: #F2F2F2" | ||
+ | | [[File:MEC JET BOOT MODULE.png|32px|left]]'''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.'' | ||
+ | |- align="center" style="background: #F2F2F2" | ||
+ | | [[File:MEC ONE FOR ALL.png|32px|left]]'''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.'' | ||
+ | |- align="center" | ||
+ | | [[File:MEC REPAIR SERVOS.png|32px|left]]'''Repair Servos'''||Captain||''Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.'' | ||
+ | |- align="center" | ||
+ | | [[File:MEC EXPANDED STORAGE.png|32px|left]]'''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%.'' | ||
+ | |- align="center" style="background: #F2F2F2" | ||
+ | | [[File:MEC OVERDRIVE.png|32px|left]]'''Overdrive'''||Major||''Firing the MEC's primary weapon as the first action no longer ends the turn.'' | ||
+ | |- align="center" | ||
+ | | [[File:MEC ABSORTION FIELDS.png|32px|left]]'''Absortion Fields'''||Colonel||''Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.'' | ||
+ | |- align="center" | ||
+ | | [[File:MEC REACTIVE TARGETING SENSORS.png|32px|left]]'''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.'' | ||
|} | |} | ||
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{{:Officer Training School (EU2012)}} | {{:Officer Training School (EU2012)}} | ||
− | == | + | ==General Abilities/Penalties== |
− | These are | + | These are general human abilities and penalties - many are provided by the presence or use of selected [[Equipment (EU2012)#Portable Equipment|equipment]] or other game features (terrain). The penalties occurring from loss of comrades, injuries, etc. are also listed here. |
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
Line 178: | Line 211: | ||
! width="75%" align="center" | Description | ! width="75%" align="center" | Description | ||
|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
− | |||
− | |||
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:ABILITY_MOVE.png|32px|left]] '''Move''' || align="center" | None || align="center" | No description, icon present on game textures. Shared with all aliens. |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:ABILITY_FIRE.png|32px|left]] '''Fire''' || align="center" | None || align="center" | ''Does up to X damage.''Also shared with most aliens. |
+ | |- | ||
+ | | align="center" |[[File:ABILITY_OVERWATCH.png|32px|left]] '''Overwatch''' || align="center" | None || align="center" | ''Fire on the first enemy that moves within your line of sight at a small Aim penalty.'' - Also shared with most aliens. | ||
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:ABILITY_RELOAD.png|32px|left]] '''Reload''' || align="center" | None || align="center" | ''Reload your weapon.'' Also shared with most aliens. |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:ABILITY_HUNKERDOWN.png|32px|left]] '''Hunker Down''' || align="center" | Cover || align="center" | ''Doubles cover bonus and provides immunity to critical hits, but reduces sight radius.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:ABILITY_GRENADE.png|32px|left]] '''Frag Grenade''' || align="center" | [[Frag Grenade (EU2012)|Frag Grenade]] || align="center" | ''Does X damage.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:ABILITY_ALIENGRENADE.png|32px|left]] '''Alien Grenade''' || align="center" | [[Alien Grenade (EU2012)|Alien Grenade]] || align="center" | ''Does X damage.'' - Also shared with some aliens. |
+ | |- | ||
+ | | align="center" |[[File:ABILITY_HEAD DOWN.png|32px|left]] '''Head Down''' || align="center" | Civilian VIPs || align="center" | ''Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.'' | ||
+ | |- | ||
+ | | align="center" |[[File:ABILITY_HEALWOUND.png|32px|left]] '''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.) | ||
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:ABILITY_STABILIZE.png|32px|left]] '''Stabilize''' || align="center" | [[Medikit (EU2012)|Medikit]] || align="center" | Use the Medikit to stabilize a critically injured soldier. |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:ABILITY_GRAPPLE.png|32px|left]] '''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" | ''' | + | | align="center" |[[File:ABILITY GHOST.png|32px|left]] '''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" | ''' | + | | align="center" |[[File:ABILITY_STUN.png|32px|left]] '''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. '' - Some alien species have the Stun Immunity ability as a counterpart. |
|- | |- | ||
− | | | + | | align="center" |[[File:ABILITY_STIMS.png|32px|left]] '''Combat Stims''' || align="center" | [[Combat Stims (EU2012)|Combat Stims]] || align="center" | ''Use combat stimulants to temporarily increase soldier's stats.'' Incoming damage cut by 50%(rounded down), +40 Will against Panic and +3 Movement. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | |||
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:ABILITY_ELEVATION.png|32px|left]] '''Elevated Ground''' || align="center" | Terrain || align="center" | ''All units receive offensive bonuses against enemies on lower ground.'' - Also shared with aliens. |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:ABILITY_FLIGHT.png|32px|left]] '''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" | ''' | + | | align="center" |[[File:ABILITY_EVASION.png|32px|left]] '''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. |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:ABILITY_HARDENED.png|32px|left]] '''Hardened''' || align="center" | [[S.H.I.V. (EU2012)|S.H.I.V.]] || align="center" | ''Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits."''. Also shared with some aliens. |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:UNKNOWN.png|32px|left]] '''Robotic''' || align="center" | [[S.H.I.V. (EU2012)|S.H.I.V.]] || align="center" | Robotic units are immune to Psi and poison attacks. Also shared with some aliens. |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:ABILITY_IMMUNITY.png|32px|left]] '''Poison Immunity''' || align="center" | [[Titan Armor (EU2012)|Titan Armor]] || align="center" | ''Unit is immune to Poison attacks and effects.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:ABILITY_DRONEHACK.png|32px|left]] '''Drone Hack''' || align="center" | [[Arc Thrower (EU2012)|Arc Thrower]] || align="center" | ''Bring an enemy drone under your control.'' |
|- | |- | ||
− | | align="center" | '''Repair''' || align="center" | [[ | + | | align="center" |[[File:ABILITY_REPAIRSHIV.png|32px|left]] '''Repair SHIV''' || align="center" | [[Arc Thrower (EU2012)|Arc Thrower]] || align="center" | ''Repairs robotic units.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:ABILITY_CHITINPLATING.png|32px|left]] '''Chitin Plating''' || align="center" |[[Chitin Plating (EU2012)|Chitin Plating]] || align="center" | ''Confers extra protection that reduces incoming melee damage by 50% and grants +4 health.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:ABILITY_MIND_SHIELD.png|32px|left]] '''Mind Shield''' || align="center" |[[Mind Shield (EU2012)|Mind Shield]] || align="center" | ''A device that protects the wearer's mind, increasing their Will.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:PENALTY_BATTLEFATIGUE.png|32px|left]] '''Battle Fatigue''' || align="center" | Combat injuries || align="center" | ''This unit has suffered combat wounds, weakening its Will.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:PENALTY_FALLEN_COMRADES.png|32px|left]] '''Fallen Comrades''' || align="center" | Combat losses || align="center" | ''An ally has fallen, weakening this unit's Will.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:PENALTY_PANICKED.png|32px|left]] '''Panicked''' || align="center" | Combat injuries/losses || align="center" | ''Panicked units have a chance to move or act unpredictably.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:PSIONIC_MINDFRAY.png|32px|left]] '''Hallucinating''' || align="center" | Mind Fray attack || align="center" | ''Hallucinating units have their Aim, Mobility and Will affected.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:UNKNOWN.png|32px|left]] '''Critically Injured''' || align="center" | Combat injuries || align="center" | ''Critically wounded units will bleed out after a short time unless Stabilized or Revived by a Medikit.'' |
|- | |- | ||
− | | | + | | colspan="3" |<center>'''[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Additions'''</center> |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:COMM ARRAY HACK.png|32px|left]] '''Comm Array Hack.''' || align="center" | [[Covert Operative (EU2012)|Covert Operative]] || align="center" | See link |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:FLASHBANG GRENADE ICON.png|32px|left]] '''Flashbang Grenade''' || align="center" | [[Flashbang Grenade (EU2012)|Flashbang Grenade]] || align="center" | See link |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:GAS GRENADE ICON.png|32px|left]] '''Gas Grenade''' || align="center" | [[Gas Grenade (EU2012)|Gas Grenade]] || align="center" | See link |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:GHOST GRENADE ICON.png|32px|left]] '''Ghost Grenade''' || align="center" | [[Ghost Grenade (EU2012)|Ghost Grenade]] || align="center" | See link |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:MEC CLOSE COMBAT ICON.png|32px|left]] '''MEC Close Combat''' || align="center" | [[MEC Trooper (EU2012)|MEC Trooper]] || align="center" | See link |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:MIMIC BEACON ICON.png|32px|left]] '''Mimic Beacon''' || align="center" | [[Mimic Beacon (EU2012)|Mimic Beacon]] || align="center" | See link |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:NEEDLE GRENADE ICON.png|32px|left]] '''Needle Grenade''' || align="center" | [[Needle Grenade (EU2012)|Needle Grenade]] || align="center" | See link |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:REAPER ROUNDS ICON.png|32px|left]] '''Reaper Rounds''' || align="center" | [[Reaper Rounds (EU2012)|Reaper Rounds]] || align="center" | See link |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:RESPIRATOR IMPLANT ICON.png|32px|left]] '''Respirator Implant''' || align="center" | [[Respirator Implant (EU2012)|Respirator Implant]] || align="center" | See link' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:SCOPE ICON.png|32px|left]] '''S.C.O.P.E.''' || align="center" | [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] || align="center" | See link |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:SENTINEL MODULE ICON.png|32px|left]] '''Sentinel Module''' || align="center" | [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]] || align="center" | See link |
|- | |- | ||
|} | |} | ||
− | == | + | ==Unique [[Alien Life Forms (EU2012)|Alien]] Abilities== |
− | + | {| class="wikitable" width="100%" | |
− | {| class="wikitable" width=" | ||
|- | |- | ||
! width="20%" align="center" | Ability | ! width="20%" align="center" | Ability | ||
− | ! width="5%" align="center" | | + | ! width="5%" align="center" | Species |
! width="75%" align="center" | Description | ! width="75%" align="center" | Description | ||
|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:UNKNOWN.png|32px|left]] '''Melee Only''' || align="center" | [[Berserker (EU2012)|Berserker]] <br> [[Chryssalid (EU2012)|Chryssalid]] || align="center" | Unit may not use ranged weapons. |
+ | |- | ||
+ | | align="center" |[[File:ALIEN_CLUSTERBOMB.png|32px|left]] '''Cluster Bomb''' || align="center" | [[Sectopod (EU2012)|Sectopod]] || align="center" | ''Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.'' | ||
+ | |- | ||
+ | | align="center" |[[File:ALIEN_OVERLOAD.png|32px|left]] '''Overload''' || align="center" | [[Drone (EU2012)|Drone]] || align="center" | ''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. | ||
+ | |- | ||
+ | | align="center" |[[File:ALIEN REPAIR.png|32px|left]]'''Repair''' || align="center" | [[Drone (EU2012)|Drone]] || align="center" | ''Repairs robotic units.'' | ||
+ | |- | ||
+ | | align="center" |[[File:ALIEN CANNONFIRE.png|32px|left]] '''Cannon Fire''' || align="center" | [[Sectopod (EU2012)|Sectopod]] || align="center" | ''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).'' | ||
+ | |- | ||
+ | | align="center" |[[File:ALIEN DESTROYTERRAIN.png|32px|left]] '''Destroy Terrain''' || align="center" | [[Sectopod (EU2012)|Sectopod]] || align="center" | ''Destroy Terrain or other environmental annoyances at will.'' - Icon uncertain. | ||
+ | |- | ||
+ | | align="center" |[[File:UNKNOWN.png|32px|left]] '''Close''' || align="center" | [[Cyberdisc (EU2012)|Cyberdisc]] || align="center" | ''Switch to closed mode for increased defense. Allows Death Blossom attack.'' | ||
+ | |- | ||
+ | | align="center" |[[File:ALIEN_BLOODCALL.png|32px|left]] '''Blood Call''' || align="center" | [[Muton (EU2012)|Muton]] || align="center" | ''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)'' | ||
+ | |- | ||
+ | | align="center" |[[File:ALIEN_INTIMIDATE.png|32px|left]] '''Intimidate''' || align="center" | [[Muton (EU2012)|Muton]] || align="center" | ''Reacts unpredictably when wounded, provoking panic in enemies.'' | ||
+ | |- | ||
+ | | align="center" |[[File:ALIEN_BLOODLUST.png|32px|left]] '''Bloodlust''' || align="center" | [[Berserker (EU2012)|Berserker]] || align="center" | ''Allows the Berserker to charge an enemy that wounds it.'' | ||
+ | |- | ||
+ | | align="center" |[[File:ALIEN_BULLRUSH.png|32px|left]] '''Bull Rush''' || align="center" | [[Berserker (EU2012)|Berserker]] || align="center" | ''Charge in a straight line through cover to unleash a devastating melee attack'' | ||
+ | |- | ||
+ | | align="center" |[[File:ALIEN_DEATHBLOSSOM.png|32px|left]] '''Death Blossom''' || align="center" | [[Cyberdisc (EU2012)|Cyberdisc]] || align="center" | ''Project an intense energy field from Closed position, damaging all nearby enemies.'' | ||
+ | |- | ||
+ | | align="center" |[[File:ALIEN_LAUNCH.png|32px|left]] '''Launch''' || align="center" | [[Floater (EU2012)|Floater]] || align="center" | ''Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.'' | ||
+ | |- | ||
+ | | align="center" |[[File:ALIEN_BOMBARD.png|32px|left]] '''Bombard''' || align="center" | [[Cyberdisc (EU2012)|Cyberdisc]], Elite Muton, Heavy Floater || align="center" | ''Throw or launch grenades over exceptionally long distances.'' | ||
+ | |- | ||
+ | | align="center" |[[File:ALIEN_LEAP.png|32px|left]] '''Leap''' || align="center" |[[Thin Man (EU2012)|Thin Man]], Chryssalid|| align="center" | ''Allows vertical leaps onto elevated surfaces during movement.'' | ||
+ | |- | ||
+ | | align="center" |[[File:ALIEN_POISON.png|32px|left]] '''Poison Spit''' || align="center" |[[Thin Man (EU2012)|Thin Man]]|| align="center" | ''Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.'' | ||
+ | |- | ||
+ | | align="center" |[[File:ALIEN_POISONCLAW.png|32px|left]] '''Poisonous Claws''' || align="center" | [[Chryssalid (EU2012)|Chryssalid]] || align="center" | ''Poison enemies wounded with melee attacks.'' | ||
+ | |- | ||
+ | | align="center" |[[File:ALIEN_IMPLANT.png|32px|left]] '''Implant''' || align="center" | [[Chryssalid (EU2012)|Chryssalid]] || align="center" | ''Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid's attack (not from poison caused by Poisonous Claws).'' | ||
+ | |- | ||
+ | | align="center" |[[File:PSIONIC MINDMERGE.png|32px|left]] '''Mind Merge''' || align="center" | [[Sectoid (EU2012)|Sectoid]] || align="center" | ''Psionically assisting an ally, granting the ally an array of stat bonuses.'' | ||
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:PSIONIC_GREATERMINDMERGE.png|32px|left]] '''Greater Mind Merge''' || align="center" | [[Sectoid Commander (EU2012)|Sectoid Commander]] || align="center" | ''Merge minds with all lesser allies of the same species nearby, granting them +25 critical chance and +1 health.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:PSIONIC_PSIDRAIN.png|32px|left]] '''Psi Drain''' || align="center" | [[Ethereal (EU2012) | Ethereal]] || align="center" | ''Drain health from an ally.'' |
|- | |- | ||
− | | align="center" | '''Psi | + | | align="center" |[[File:PSIONIC_PSILANCE.png|32px|left]] '''Psi Lance''' || align="center" | [[Ethereal (EU2012) | Ethereal]] || align="center" | ''Project a bolt of pure psi force at an enemy.'' |
|- | |- | ||
− | | | + | | colspan="3" |<center>'''[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Additions'''</center> |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:REINFORCED ARMOR.png|32px|left]] '''Reinforced Armor''' || align="center" | [[Sectopod (EU2012)|Sectopod]] || align="center" | ''All incoming damage is reduced by 50%'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:PLASMA BARRAGE.png|32px|left]] '''Plasma Barrage''' || align="center" | [[Mechtoid (EU2012)|Mechtoid]] || align="center" | ''Twin-linked plasma mini-cannons allow the Mechtoid two shots in the same turn.'' |
|- | |- | ||
− | | align="center" | ''' | + | | align="center" |[[File:STRANGLE.png|32px|left]] '''Strangle''' || align="center" | [[Seeker (EU2012)|Seeker]] || align="center" | ''Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.'' |
|- | |- | ||
|} | |} | ||
− | |||
==See Also== | ==See Also== | ||
Line 304: | Line 365: | ||
[[Category: Enemy Unknown (2012)]] | [[Category: Enemy Unknown (2012)]] | ||
+ | [[Category: Soldiers (EU2012)]] | ||
+ | [[Category: Aliens (EU2012)]] | ||
+ | [[Category: Tactical Guide (EU2012)]] |
Latest revision as of 02:23, 23 February 2015
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. EW DLC: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun. |
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. EW DLC: Confers +50% 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. EW DLC: Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus. |
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. |
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. |
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. |
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. EW DLC: The reaction fire now happens before the enemy attacks, not after. |
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. EW DLC: Allows two extra uses of Smoke Grenade each mission, for a total of three. |
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. (Also grants +20 Aim Bonus) |
Deep Pockets | Major | Confers an additional item slot in inventory. EW DLC: All limited-use items in your inventory receive one extra use. |
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. |
MEC Trooper Abilities
Ability | Rank Required | Description |
---|---|---|
Shock-Absorbent Armor | Squaddie (Assault) | Damage received from enemies within 4 tiles is reduced by 33%. |
Body Shield | Squaddie (Heavy) | The nearest visible enemy suffers -20 Aim and cannot critically hit this unit. |
Platform Stability | Squaddie (Sniper) | Any shots taken without moving have +10 Aim and +10% critical chance. |
Distortion Field | Squaddie (Support) | Nearby allies in cover receive +10 Defense. |
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. |
Advanced Fire Control | Corporal | Shots from Overwatch no longer suffer any Aim penalty. |
Automated Threat Assessment | Corporal | Confers +15 Defense when in Overwatch. Cancelled when the MEC fires. |
Vital-Point Targeting | Sergeant | Confers 2 bonus damage against targets that have been autopsied. |
Damage Control | Sergeant | When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns. |
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. |
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. |
Repair Servos | Captain | Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle. |
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%. |
Overdrive | Major | Firing the MEC's primary weapon as the first action no longer ends the turn. |
Absortion Fields | Colonel | Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number. |
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.
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.
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. Incoming damage cut by 50%(rounded down), +40 Will against Panic and +3 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 | S.H.I.V. | Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.". Also shared with some aliens. |
Robotic | S.H.I.V. | 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. |
Hallucinating | Mind Fray attack | Hallucinating units have their Aim, Mobility and Will affected. |
Critically Injured | Combat injuries | Critically wounded units will bleed out after a short time unless Stabilized or Revived by a Medikit. |
Comm Array Hack. | Covert Operative | See link |
Flashbang Grenade | Flashbang Grenade | See link |
Gas Grenade | Gas Grenade | See link |
Ghost Grenade | Ghost Grenade | See link |
MEC Close Combat | MEC Trooper | See link |
Mimic Beacon | Mimic Beacon | See link |
Needle Grenade | Needle Grenade | See link |
Reaper Rounds | Reaper Rounds | See link |
Respirator Implant | Respirator Implant | See link' |
S.C.O.P.E. | S.C.O.P.E. | See link |
Sentinel Module | Sentinel Drone | See link |
Unique Alien Abilities
Ability | Species | Description |
---|---|---|
Melee Only | Berserker 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 2 turns. 4 turns cooldown. (+10% aim, +10 will, +4 move) |
Intimidate | Muton | Reacts unpredictably when wounded, provoking panic in enemies. |
Bloodlust | Berserker | Allows the Berserker to charge an enemy that wounds it. |
Bull Rush | Berserker | 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 +25 critical chance and +1 health. |
Psi Drain | Ethereal | Drain health from an ally. |
Psi Lance | Ethereal | Project a bolt of pure psi force at an enemy. |
Reinforced Armor | Sectopod | All incoming damage is reduced by 50% |
Plasma Barrage | Mechtoid | Twin-linked plasma mini-cannons allow the Mechtoid two shots in the same turn. |
Strangle | Seeker | Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities. |