[edit] Assault Abilities
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Run & Gun
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Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
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Aggression
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Confers +10% critical chance per enemy in sight (max +30%).
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| Tactical Sense
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Confers +5 Defense per enemy in sight (max +20).
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| Sergeant
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Close & Personal
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Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
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| Lightning Reflexes
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Forces the first reaction shot against this unit each turn to miss.
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| Lieutenant
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Rapid Fire
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Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
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| Flush
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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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Bring 'Em On
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Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
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| Close Combat Specialist
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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
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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
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Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
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| Resilience
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Confers immunity to critical hits.
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[edit]
Heavy Abilities
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Fire Rocket
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Fire a rocket using an equipped launcher. This ability cannot be used after moving, nor more than once per mission.
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Bullet Swarm
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Firing the primary weapon as the first action no longer ends the turn.
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| Holo-Targeting
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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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Shredder Rocket
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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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| Suppression
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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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HEAT Ammo
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+100% to damage against robotic enemies.
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| Rapid Reaction
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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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Grenadier
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Allows to carry 2 grenades in a single inventory slot. One grenade from the arsenal will give you two grenades in the soldiers inventory.
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| Danger Zone
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Increases hit area of rockets and suppression by 2 tiles.
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| Major
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Will to Survive
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Reduces all normal damage taken by 2 if in cover and not flanked.
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| Colonel
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Rocketeer
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Allows 1 additional standard rocket to be fired per battle.
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| Mayhem
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Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.
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[edit]
Sniper Abilities
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Headshot
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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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Squad Sight
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Allows firing at targets in any ally's sight radius. The targets still need to be in the line of sight for the sniper, but out of his range of sight.
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| Snap Shot
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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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Damn Good Ground
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+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
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| Gunslinger
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Confers 2 bonus damage with pistols.
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| Lieutenant
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Disabling Shot
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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.
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| Battle Scanner
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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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Executioner
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+10% Aim against targets with less than 50% Health.
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| Opportunist
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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
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Makes partial cover count as full.
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| Colonel
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In The Zone
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Killing a flanked or uncovered target with the sniper rifle does not cost an action.
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| Double Tap
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Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down. The second shot can only be made immediately after the first, so it is recommended to first uncover at least two targets for the sniper before shooting.
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[edit] Support Abilities
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Smoke Grenade
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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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Sprinter
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Allows the support to move 3 additional tiles.
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| Covering Fire
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Allows reaction shot to trigger on enemy attacks, not just movement.
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| Sergeant
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Field Medic
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Allows medikits to be used 3 times per battle instead of once.
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| Smoke and Mirrors
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Allows 1 additional use of Smoke Grenade each mission.
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| Lieutenant
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Revive
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Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
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| Rifle Suppression
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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
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Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.
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| Dense Smoke
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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
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Confers an additional item slot in inventory.
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| Colonel
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Savior
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Medikits restore 4 more health per use.
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| Sentinel
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Allows two reaction shots during Overwatch, instead of only one.
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[edit] Psionic Abilities
Psionic abilities only become available later in the game, once squad members have been tested for psionic ability.
| Unknown
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Mind Merge
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Psionically assisting an ally, granting the ally an array of stat bonuses. Duration currently unknown. Cooldown period currently unknown.
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| Unknown
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Mindfray
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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 base damage (amount of damage currently unknown). Robotic units are immune.
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| Unknown
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Telekinetic Field
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Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting Defense to both allies and enemies within the field (amount of defense currently unknown). Cooldown period currently unknown.
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| Unknown
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Psi Inspiration
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Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by a factor (currently unknown) for an unknown number of turns. Duration currently unknown. Cooldown period currently unknown.
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| Unknown
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Psi Panic
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Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. Cooldown period currently unknown.
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| Unknown
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Mind Control
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Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. Cooldown period currently unknown.
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| Unknown
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Rift
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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. Cooldown period currently unknown.
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