Difference between revisions of "Classes (EU2012)"
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# ''Fire Rocket'', (fires a 6 dmg rocket once per combat, requires both action points, one use). | # ''Fire Rocket'', (fires a 6 dmg rocket once per combat, requires both action points, one use). | ||
# ''Bullet Swarm'', (allows to shoot and then move or shoot twice).<br/> ''Holo-Targeting'', (gives +10 to Aim against your target for squad mates). | # ''Bullet Swarm'', (allows to shoot and then move or shoot twice).<br/> ''Holo-Targeting'', (gives +10 to Aim against your target for squad mates). | ||
− | # ''Shredder Rocket'', (gives a +33% bonus to damage against that target | + | # ''Shredder Rocket'', (deals only 4 dmg, but gives a +33% bonus to damage against that target from all sources for 4 turns. Counts as separate ability from "Fire Rocket", not an upgrade. Yes we can fire both rockets).<br/> ''Suppression'' (-30 Aim to enemy, allows a reaction shot if the target moves). |
# ''HEAT rounds'', (+100% to damage against robotic enemies).<br/> ''Rapid Reaction'', (Gives a second reaction fire if the first one was successful). | # ''HEAT rounds'', (+100% to damage against robotic enemies).<br/> ''Rapid Reaction'', (Gives a second reaction fire if the first one was successful). | ||
# ''Grenadier'', (now carries 2 grenades instead of one, if grenades are equipped).<br/> ''Danger Zone'', (increases AoE of rockets and suppression by 2). | # ''Grenadier'', (now carries 2 grenades instead of one, if grenades are equipped).<br/> ''Danger Zone'', (increases AoE of rockets and suppression by 2). |
Revision as of 04:55, 27 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).
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
- Run & Gun (allows to move and make a shot, including at the end of dashing, can't use equipment, cooldown 3 rounds).
- 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). - Lightning Reflexes (ignores first reaction fire on that turn).
Close & Personal (+30 to crit, reduces with distance).
Heavy
Carries high-damage weapons including a rocket launcher and heavy machine gun. These front & center soldiers tend to have more hit points.
Abilities
- Fire Rocket, (fires a 6 dmg rocket once per combat, requires both action points, one use).
- Bullet Swarm, (allows to shoot and then move or shoot twice).
Holo-Targeting, (gives +10 to Aim against your target for squad mates). - Shredder Rocket, (deals only 4 dmg, but gives a +33% bonus to damage against that target from all sources for 4 turns. Counts as separate ability from "Fire Rocket", not an upgrade. Yes we can fire both rockets).
Suppression (-30 Aim to enemy, allows a reaction shot if the target moves). - HEAT rounds, (+100% to damage against robotic enemies).
Rapid Reaction, (Gives a second reaction fire if the first one was successful). - Grenadier, (now carries 2 grenades instead of one, if grenades are equipped).
Danger Zone, (increases AoE of rockets and suppression by 2).
Sniper
This is a light, mobile soldier with few hit points. The Sniper needs to stay behind the front lines to survive and thrive. Equipping the Sniper with armor that has a grappling hook is particularly helpful to establish a safe shooting position with wide field coverage and to use the Damn Good Ground perk. A Sniper can only fire pistols after moving, unless it chooses the Snap Shot ability which allows to fire its sniper rifle after moving.
Abilities
- Headshot, (+30 to crits, cooldown 2 rounds).
- 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).
- Damn Good Ground
Support
A light unit that cannot take as much damage as a Heavy. Intended to either stay behind the front lines in order to heal damaged units, provide cover for forward units, and help out-flank opponents if Assaults are pinned down or have been lost.
Abilities
- Smoke grenade, (throw a grenade that provides half cover in a radius, lasts 2 turns, one use).
- Sprinter, (increases movement by 3 squares per action point).
Covering Fire, (Allows reaction fire against opponents who try to shoot). - Field Medic (gives 3 healing)
- Revive (Restores critically wounded operative to 33% health).
Rifle Suppression, (-30 to target's Aim, gives reaction fire if moves).
Psionic
A Psionic is a late game class that appears once you tested your soldiers for psionic ability.
Abilities
- Mind Control, (Converts an enemy unit to your control for 5 turns. Take care, as the death of the controlling Psi unit also results in the death of the controlled enemy.)
- Panic, (Panics the targeted unit causing it to behave erratically including hunkering down, firing wildly, and running away. A Panic'd unit does not take orders from the player.)
- Rift, (Psionic storm attack. It is free aim with limited range.)