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Rank

Ability

Squaddie

Run & Gun


Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.

Corporal

Tactical Sense
Confers +5 Defense per enemy in sight (max +20).

Aggression
Confers +10% critical chance per enemy in sight (max
+30%).

Sergeant

Lightning Reflexes
Forces the first reaction shot against this unit each turn
to miss.

Close & Personal


Confers +30% critical chance against adjacent targets.
The bonus declines with distance from the target.
EW DLC: The first standard shot made within 4 tiles of
the target does not cost an action. Cannot combine with
Run And Gun.

Lieutenant

Flush
Fire a shot that causes enemies to run out of cover. The
shot is easy to hit with, but does reduced damage. (+30
Aim, 50% Damage)

Rapid Fire
Take two shots against a single target in quick
succession. Each shot carries a -15 penalty to Aim.

Captain

Close Combat Specialist


Bring 'Em On
Confers a reaction shot against any enemy who closes to Adds 1 damage on critical hits for each enemy the squad
within 4 tiles. Does not require Overwatch.
can see (up to 5).

Major

Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.

Colonel

Resilience
Confers immunity to critical hits.

Killer Instinct
Activating Run & Gun now also grants +50% critical
damage for the rest of the turn.

Rank

Ability

Squaddie

Fire Rocket
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.
(6 Damage)

Corporal

Bullet Swarm
Firing the primary weapon as the first action no longer
ends the turn.

Holo-Targeting
Shooting at or suppressing enemies also confers a +10
Aim to any allies' attacks on those enemies.

Sergeant

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. (4
Damage)

Suppression
Can fire a special shot that grants reaction fire at a single
target. The target also suffers a -30 Aim penalty.

Lieutenant

HEAT Ammo
+100% to damage against robotic enemies.
EW DLC: Confers +50% damage against robotic
enemies.

Rapid Reaction
Confers a second reaction shot, if on Overwatch and the
first reaction shot is a hit.

Captain

Grenadier
Allows to carry 2 grenades in a single inventory slot.
EW DLC: Allows 2 grenades in a single inventory slot.
Frag, Alien, and Needle Grenades receive a 1 damage
bonus.

Danger Zone
Increases hit area of rockets and suppression by 2 tiles.

Major

Colonel

Will to Survive
Reduces all normal damage taken by 2 if in cover and not flanked.

Rocketeer
Allows 1 additional standard rocket to be fired per battle.

Mayhem
Confers additional damage based on weapon tech level
to Suppression and all area-effect abilities.

Rank

Squaddie

Ability

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.

Snap Shot
Corporal

Sergeant

Lieutenant

Captain

Major

Colonel

EW DLC: Removes the sniper rifle's restriction on firing


and Overwatch after moving. Any shots taken suffer a
-10 Aim penalty.

Gunslinger
Confers 2 bonus damage with pistols.

Squad Sight
EW DLC: Allows firing at targets in any ally's sight radius,
but these targets cannot be critically hit unless using
Headshot.

Damn Good Ground


+10 Aim and +10 Defense against enemies at lower elevation in
addition to the usual elevation bonuses. (including while flying)

Disabling Shot
Allows the Sniper to fire a shot that causes the target's
Battle Scanner
main weapon to malfunction. The target may use Reload Scanning device, when thrown creates a new source of vision for 2
to fix the weapon. The shot cannot inflict a critical hit. 2
turns. Can only be used 2 times per battle.
turn cooldown. (-10 Aim, reduced Damage)

Executioner
+10% Aim against targets with less than 50% Health.

Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction
shots to cause critical hits.

Low Profile
Makes partial cover count as full.

In The Zone
Killing a flanked or uncovered target with the sniper rifle
does not cost an action. (applies only once to Pistols)

Double Tap
Allows both actions to be used for Standard Shot, Headshot, or
Disable Shot, provided no moves were made. 1 turn
cooldown. (Can't be used withSnap Shot)

Rank

Ability

Squaddie

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.

Corporal

Sprinter
Allows the support to move 3 additional tiles.

Covering Fire
Allows reaction shot to trigger on enemy attacks, not just
movement.
EW DLC: The reaction fire now happens before the enemy
attacks, not after.

Sergeant

Field Medic
Allows medikits to be used 3 times per battle instead of
once.

Smoke and Mirrors


EW DLC: Allows two extra uses of Smoke Grenade each
mission, for a total of three.

Lieutenan
t

Revive
Allows Medikits to revive critically wounded Soldiers at
33% of maximum health instead of just stabilizing them.

Rifle Suppression
Fires a barrage that pins down a target, granting reaction fire
against it and imposing a 30 penalty to aim.

Captain

Dense Smoke
Smoke Grenades have increased area of effect and
further increase units' Defense by 20.

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)

Major

Colonel

Deep Pockets
Confers an additional item slot in inventory.
EW DLC: All limited-use items in your inventory receive one extra use.

Savior
Medikits restore 4 more health per use.

Sentinel
Allows two reaction shots during Overwatch, instead of only one.

Rank

Ability

Squaddie

Collateral Damage
Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.

Corporal

Advanced Fire Control


Shots from Overwatch no longer suffer any Aim penalty.

Automated Threat Assessment


Confers +15 Defense when in Overwatch. Cancelled when the MEC
fires.

Sergeant

Vital-Point Targeting
Confers 2 bonus damage against targets that have been autopsied.

Damage Control
When the MEC takes damage, all further damage will be reduced by 2
on the following 2 turns.

Lieutenant

Jet Boot Module


When activated, confers the ability to jump to normally inaccessible
heights for the rest of the turn. Has an unlisted 1-turn cooldown.

One For All


When activated, the MEC becomes a high cover element. Moving or
using an arm-based weapon will return the MEC to standard posture.

Captain

Repair Servos
Confers 2 health recovery at the start of each turn. A total of 6 health
can be regenerated per battle.

Expanded Storage
Allows additional uses of Restorative Mist, Grenade Launcher and
Proximity Mine Launcher in each mission, and increases primary weapon
base ammo by 50%.

Major

Colonel

Overdrive
Firing the MEC's primary weapon as the first action no longer ends the turn.

Absortion Fields
Any hit that makes 33% more damage to the MEC's maximum health is
reduced to that number.

Reactive Targeting Sensors


MEC gets a free shot back at the first enemy who attacks the MEC
each turn, providing there's enough ammo do to so.

As part of the conversion process, each soldier turned into MEC will gain a bonus ability based on its former class and will retain its previous rank, replacing its
previous abilities with MEC ones:

- Assault: Shock-Absorbent Armor - Damage received from enemies within 4 tiles is reduced by 33%.

- Heavy - Body Shield - The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.

- Sniper: Platform Stability - Any shots taken without moving have +10 Aim and +10% critical chance.

- Support: Distortion Field - Nearby allies in cover receive +10 Defense.

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