Difference between revisions of "Abilities (EU2012)"

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| align="center" | '''Ready For Anything''' || align="center" | [[Sectopod (EU2012)|Sectopod]] || align="center" | ''Allows Overwatch after shooting, even if no actions remain.'' - Reported in the demo.  
 
| align="center" | '''Ready For Anything''' || align="center" | [[Sectopod (EU2012)|Sectopod]] || align="center" | ''Allows Overwatch after shooting, even if no actions remain.'' - Reported in the demo.  
 
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| align="center" style="background: #F2F2F2" | '''Mind Merge''' || align="center" style="background: #F2F2F2" | Unknown || align="center" style="background: #F2F2F2" | ''Psionically assisting an ally, granting the ally an array of stat bonuses.'' - Very likely an ability restricted to aliens.  
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| align="center" style="background: #F2F2F2" | '''Mind Merge''' || align="center" style="background: #F2F2F2" | [[Sectoid (EU2012)|Sectoid]] || align="center" style="background: #F2F2F2" | ''Psionically assisting an ally, granting the ally an array of stat bonuses.'' - Very likely an ability restricted to aliens.  
 
|-
 
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| align="center" | '''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 +??? critical chance and +??? health.''
 
| align="center" | '''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 +??? critical chance and +??? health.''

Revision as of 17:19, 6 November 2012

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.

Assault Abilties
Ability Rank Required Description
Run & Gun Squaddie Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
Aggression Corporal Confers +10% critical chance per enemy in sight (max +30%).
Tactical Sense Corporal Confers +5 Defense per enemy in sight (max +20).
Close & Personal Sergeant Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
Lightning Reflexes Sergeant Forces the first reaction shot against this unit each turn to miss.
Rapid Fire Lieutenant Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Flush Lieutenant Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
Bring 'Em On Captain Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
Close Combat Specialist Captain Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
Extra Conditioning Major Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Killer Instinct Colonel Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
Resilience Colonel Confers immunity to critical hits.
Heavy Abilities
Ability Rank Required Description
Fire Rocket Squaddie Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.
Bullet Swarm Corporal Firing the primary weapon as the first action no longer ends the turn.
Holo-Targeting Corporal Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
Shredder Rocket Sergeant Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket's blast is weaker than a standard rocket's.
Suppression Sergeant Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
HEAT Ammo Lieutenant +100% to damage against robotic enemies.
Rapid Reaction Lieutenant Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
Grenadier Captain Allows to carry 2 grenades in a single inventory slot.
Danger Zone Captain Increases hit area of rockets and suppression by 2 tiles.
Will to Survive Major Reduces all normal damage taken by 2 if in cover and not flanked.
Rocketeer Colonel Allows 1 additional standard rocket to be fired per battle.
Mayhem Colonel Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.
Sniper Abilities
Ability Rank Required Description
Headshot Squaddie Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown. a.k.a. Precision Shot.
Squad Sight Corporal Allows firing at targets in any ally's sight radius.
Snap Shot Corporal Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
Damn Good Ground Sergeant +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
Gunslinger Sergeant Confers 2 bonus damage with pistols.
Disabling Shot Lieutenant Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty
Battle Scanner Lieutenant Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
Executioner Captain +10% Aim against targets with less than 50% Health.
Opportunist Captain Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Low Profile Major Makes partial cover count as full.
In The Zone Colonel Killing a flanked or uncovered target with the sniper rifle does not cost an action.
Double Tap Colonel Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down.
Support Abilities
Ability Rank Required Description
Smoke Grenade Squaddie Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.
Sprinter Corporal Allows the support to move 3 additional tiles.
Covering Fire Corporal Allows reaction shot to trigger on enemy attacks, not just movement.
Field Medic Sergeant Allows medikits to be used 3 times per battle instead of once.
Smoke and Mirrors Sergeant Allows 1 additional use of Smoke Grenade each mission.
Revive Lieutenant Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
Rifle Suppression Lieutenant Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
Combat Drugs Captain Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.
Dense Smoke Captain Smoke Grenades have increased area of effect and further increase units' Defense by 20.
Deep Pockets Major Confers an additional item slot in inventory.
Savior Colonel Medikits restore 4 more health per use.
Sentinel Colonel Allows two reaction shots during Overwatch, instead of only one.
Psionic Abilities
Ability Rank Required Description
Mindfray Psionic Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.
Psi Inspiration Specialist Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by ??? for ??? 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. ??? turn cooldown.
Mind Control Operative Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. 5 turn cooldown.
Rift Special Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown. Only available at a certain time in the story.

Officer Training School Abilities

These abilities can be obtained/purchased through building an Officer Training School. They have a monetary cost and require specific ranks to be purchased/activated.

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

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

OTS NEWGUY.png
New Guy
Major §250 New soldiers are automatically promoted to the "Squaddie" rank.
OTS DONTDIEONME.png
Don't Die On Me
Colonel §275 The higher the rank, the more likely the soldier will be critically wounded instead of killed (Enemy Unknown Only)
OTS LEAD BY EXAMPLE (EU2012).png
Lead by Example
Lieutenant §50 The Squad leader substitutes his or her Will for that of all nearby lower Will squadmates (Enemy Within Only)

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
Chryssalid
Unit may not use ranged weapons.
Ready For Anything Sectopod Allows Overwatch after shooting, even if no actions remain. - Reported in the demo.
Mind Merge Sectoid Psionically assisting an ally, granting the ally an array of stat bonuses. - Very likely an ability restricted to aliens.
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 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).
Close Cyberdisc Switch to closed mode for increased defense. Allows Death Blossom attack.
Blood Call Muton Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for ??? turns. ??? turn cooldown.
Intimidate Muton Reacts unpredictably when wounded, provoking panic in enemies.
Bloodlust Beserker Allows the Berserker to charge an enemy that wounds it.
Bull Rush Beserker Charge in a straight line through cover to unleash a devastating melee attack
Death Blossom Cyberdisc Project an intense energy field from Closed position, damaging all nearby enemies.
Launch Floater Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.
Bombard Cyberdisc, Elite Muton, Heavy Floater Throw or launch grenades over exceptionally long distances.
Leap Thin Man, Cryssalid 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)

See Also