Each class has been designed with two main ability builds, Alpha (left side) and Beta (right side). Each build is a combination of abilities designed to fulfill a specific tactical role. Although experienced players will design soldiers according to their own preferences, this article will focus on the basic builds available to each class, and how the different abilities on each one can synergize together.
Assault
Assault Alpha (Scout)
Rank
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Ability
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Scout
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Squaddie
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Run & Gun Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
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Corporal
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Tactical Sense Confers +5 Defense per enemy in sight (max +20).
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Sergeant
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Lightning Reflexes Forces the first reaction shot against this unit each turn to miss.
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Lieutenant
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Flush Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
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Captain
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Close Combat Specialist Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
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Major
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Extra Conditioning Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
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Colonel
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Resilience Confers immunity to critical hits.
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- The Scout build is designed for evasion and survival. The two first abilities, Tactical Sense and Lightning Reflexes greatly increase the soldier's defense while Resillience allows him/her to soak hits.
- Run & Gun give it the ability to hit
Assault Beta (Assault)
Rank
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Ability
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Assault
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Squaddie
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Run & Gun Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
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Corporal
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Aggression Confers +10% critical chance per enemy in sight (max +30%).
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Sergeant
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Close & Personal Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
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Lieutenant
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Rapid Fire Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
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Captain
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Bring 'Em On Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
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Major
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Extra Conditioning Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
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Colonel
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Killer Instinct Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
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Heavy
Heavy Alpha (Heavy)
Rank
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Ability
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Heavy
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Squaddie
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Fire Rocket Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.
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Corporal
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Bullet Swarm Firing the primary weapon as the first action no longer ends the turn.
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Sergeant
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Shredder Rocket 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.
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Lieutenant
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HEAT Ammo +100% to damage against robotic enemies.
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Captain
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Grenadier Allows to carry 2 grenades in a single inventory slot.
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Major
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Will to Survive Reduces all normal damage taken by 2 if in cover and not flanked.
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Colonel
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Rocketeer Allows 1 additional standard rocket to be fired per battle.
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Heavy Beta (Tagger)
Rank
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Ability
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Tagger
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Squaddie
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Fire Rocket Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.
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Corporal
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Holo-Targeting Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
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Sergeant
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Suppression Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
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Lieutenant
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Rapid Reaction Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
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Captain
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Danger Zone Increases hit area of rockets and suppression by 2 tiles.
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Major
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Will to Survive Reduces all normal damage taken by 2 if in cover and not flanked.
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Colonel
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Mayhem Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.
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Sniper
Sniper Alpha (Gunslinger)
Rank
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Ability
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Gunslinger
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Squaddie
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Headshot Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.
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Corporal
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Snap Shot Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
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Sergeant
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Gunslinger Confers 2 bonus damage with pistols.
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Lieutenant
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Disabling Shot 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
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Captain
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Executioner +10% Aim against targets with less than 50% Health.
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Major
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Low Profile Makes partial cover count as full.
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Colonel
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In The Zone Killing a flanked or uncovered target with the sniper rifle does not cost an action.
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Sniper Beta (Sniper)
Rank
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Ability
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Sniper
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Squaddie
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Headshot Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.
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Corporal
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Squad Sight Allows firing at targets in any ally's sight radius.
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Sergeant
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Damn Good Ground +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
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Lieutenant
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Battle Scanner Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
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Captain
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Opportunist Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
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Major
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Low Profile Makes partial cover count as full.
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Colonel
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Double Tap Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown.
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Support
Support Alpha (Medic)
Rank
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Ability
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Medic
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Squaddie
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Smoke Grenade Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.
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Corporal
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Sprinter Allows the support to move 3 additional tiles.
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Sergeant
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Field Medic Allows medikits to be used 3 times per battle instead of once.
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Lieutenant
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Revive Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
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Captain
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Dense Smoke Smoke Grenades have increased area of effect and further increase units' Defense by 20.
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Major
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Deep Pockets Confers an additional item slot in inventory.
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Colonel
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Savior Medikits restore 4 more health per use.
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Support Beta (Support)
Rank
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Ability
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Support
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Squaddie
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Smoke Grenade Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.
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Corporal
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Covering Fire Allows reaction shot to trigger on enemy attacks, not just movement.
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Sergeant
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Smoke and Mirrors Allows 1 additional use of Smoke Grenade each mission.
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Lieutenant
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Rifle Suppression Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
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Captain
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Combat Drugs Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)
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Major
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Deep Pockets Confers an additional item slot in inventory.
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Colonel
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Sentinel Allows two reaction shots during Overwatch, instead of only one.
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See Also