Difference between revisions of "Classes (EU2012)"

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=== Assault ===
 
=== Assault ===
A mobile soldier with extra power at shorter range, a good choice for close quarter combat and maps with constricting spaces and limited vision.
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A mobile soldier with extra power at shorter range, a good choice for close quarter combat and maps with constricting spaces and limited vision.  The Run & Gun ability make Assault soldiers particularly useful for outflanking your opponent.
  
 
'''Abilities'''  
 
'''Abilities'''  
: 1 Run & Run (allows to move and make a shot, including dashing, can't use equipment, cooldown 3 rounds)
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: 1 Run & Gun (allows to move and make a shot, including at the end of dashing, can't use equipment, cooldown 3 rounds)
 
: 2 Tactical Sense (+5 to defense per enemy close to you, up to 20 ), Aggression (+10 to crit per enemy close to you up to 30)
 
: 2 Tactical Sense (+5 to defense per enemy close to you, up to 20 ), Aggression (+10 to crit per enemy close to you up to 30)
: 3 Lightning Reflexes (ignores first reaction fire on that turn), Close & Personal (+ 30 to crit, reduces with distance)
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: 3 Lightning Reflexes (ignores first reaction fire on that turn), Close & Personal (+30 to crit, reduces with distance)
  
 
=== Heavy ===
 
=== Heavy ===

Revision as of 03:30, 21 September 2012

Soldiers in X-COM: Enemy Unknown are divided into classes, where each class has unique abilities (a.k.a. "perks"). On the first level up from Rookie to Squaddie the soldier gets assigned a random class with an initial ability. As they level up soldiers get to choose one of two abilites (with some exceptions) on each level to a total of 6 more (7 including the Squaddie rank).

Solder Ranks
Rookie
Squaddie
Corporal
Sergeant
Lieutenant
Captain
Major
Colonel

Assault

A mobile soldier with extra power at shorter range, a good choice for close quarter combat and maps with constricting spaces and limited vision. The Run & Gun ability make Assault soldiers particularly useful for outflanking your opponent.

Abilities

1 Run & Gun (allows to move and make a shot, including at the end of dashing, can't use equipment, cooldown 3 rounds)
2 Tactical Sense (+5 to defense per enemy close to you, up to 20 ), Aggression (+10 to crit per enemy close to you up to 30)
3 Lightning Reflexes (ignores first reaction fire on that turn), Close & Personal (+30 to crit, reduces with distance)

Heavy

1 Fire Rocket (fires a 6 dmg rocket once per combat, requires both action points, one use)
2 Bullet Swarm (allows to shoot and then move or shoot twice), Holo-Targeting (gives +10 to Aim against your target for squadmates, does it work with suppression?)
3 Shredder Rocket (gives a +33% bonus to damage against that target, deals less damage than standard, lasts 4 turns. Could be that it gives a second shot with RL), Suppression (-30 Aim to enemy, allows a reaction shot if the target moves)
4 HEAT rounds (+100% to damage against robotic enemies), Rapid Reaction (Gives a second reaction fire if the first one was successful)
5 Grenadier (now carries 2 grenades instead of one, if grenades are equipped), Danger Zone (increases AoE of rockets and suppression by 2).

Sniper

1 Headshot (+30 to crits, cooldown 2 rounds)
2 Snap shot (allows to make a shot with SR after moving, this shot has -20 to Aim), Squad sight (allows to target enemies not seen by sniper but seen by squadmates, requires clear line of fire)

Support

1 Smoke grenade (throw a grenade that provides half cover in a radius, lasts 2 turns, one use)
2 Sprinter (increases movement by 3 squares per action point), Covering Fire (Allows reaction fire against opponents who try to shoot)
3 Field Medic (gives 3 healing)
4 Revive (Restores critically wounded operative to 33% health), Rifle Suppression (-30 to target's Aim, gives reaction fire if moves)

Psionic