Classes (EU2012)

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Soldiers in EU 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 more, the player gets to choose one of two abilities at each level (with some exceptions where only one perk is available).

Soldier Ranks

The soldier ranks, from lowest to highest, are: Rookie, Squaddie, Corporal, Sergeant, Lieutenant, Captain, Major, Colonel

(Discuss XP and whatever we can find on # of missions or kills it takes to level up)

Assault

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

Abilities

Squaddie:

  • Run & Gun (allows to move and make a shot, including at the end of dashing, can't use equipment, cooldown 3 rounds).

Corporal:

  • 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)

Sergeant:

  • Lightning Reflexes (ignores first reaction fire on that turn)
  • Close & Personal (+30 to crit, reduces with distance)

Lieutenant:

Captain:

Major:

Colonel:


Builds

  • Home Run / Blitzkrieg: Focuses on big damage. For example, combining high crit perks like Aggression and Close & Personal would suit a combat style involving multiple Assault units moving fast and aggressively using Run & Gun continuously. A Sniper with Squad Sight could be a good supporting unit for this style to facilitate taking out enemy units that you miss or extra units you encounter along the way, but also may not work well in limited-sight close-quarters maps. In those cases, take care to Run & Gun into cover against potential remaining units or have Support units with smoke grenades ready to help after Assualt units have moved & fired. This Assault soldier may be particularly useful in time-sensitive missions like Terror Missions and Bomb Disposals.

Heavy

Carries high-damage weapons including a rocket launcher and heavy machine gun. These front & center soldiers tend to have more hit points.

Abilities

Squaddie:

  • Fire Rocket (fire a 6 dmg rocket once per mission, requires both action points)

Corporal:

  • Bullet Swarm (allows to shoot and then move, or shoot twice)
  • Holo-Targeting (gives +10 to Aim against your target for squad mates)

Sergeant:

  • 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; can fire both rockets.)
  • Suppression (-30 Aim to enemy, allows a reaction shot if the target moves)

Lieutenant:

  • HEAT rounds (+100% damage against robotic enemies)
  • Rapid Reaction (Gives a second reaction fire if the first one was successful)

Captain:

  • Grenadier (Carry 2 grenades instead of one, if grenades are equipped)
  • Danger Zone (increases AoE of rockets and suppression by 2)


Builds

  • Heavy Ordinance: Focuses on high, AoE damage. Suggested perks include Shredder Rocket and Grenadier/Danger Zone. This build would be good for encounters with high volumes of aliens or in slow, time insensitive missions where you can take the time to not take your first movement for rocket shots. This build could be particularly effective combined with Squad Sight Snipers in a combined effort to destroy cover and then take out remaining damaged units with the Snipers.
  • Heavy Buffer (needs a better name): Focuses on perks that improve the rest of your squad like Holo-Targeting, Suppression, and Rapid Reaction. Combined with Rifle Suppression Support units, the player can pin down the enemy and freely move around Run & Gun Assault units to systematically eliminate the enemy. This would be good for scenarios that are not time sensitive so you establish position and plan out movements to minimize Overwatch consequences.

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 that allows it to fire its sniper rifle after moving.

Abilities

  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).
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

  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

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.)

See Also

Soldiers

Equipment

Soldier Abilities