class abilities x-com enemy within

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

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RankAbility

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

CorporalTactical SenseConfers +5 Defense per enemy in sight (max +20).AggressionConfers +10% critical chance per enemy in sight (max +30%).

SergeantLightning ReflexesForces the first reaction shot against this unit each turn to miss.Close & PersonalConfers +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.

LieutenantFlushFire 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 FireTake two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.

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

MajorExtra ConditioningConfers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.

ColonelResilienceConfers immunity to critical hits.Killer InstinctActivating Run & Gun now also grants +50% critical damage for the rest of the turn.

RankAbility

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

CorporalBullet SwarmFiring the primary weapon as the first action no longer ends the turn.Holo-TargetingShooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.

SergeantShredder RocketFire 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)SuppressionCan fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.

LieutenantHEAT Ammo+100% to damage against robotic enemies.EW DLC:Confers +50% damage against robotic enemies.Rapid ReactionConfers a second reaction shot, if on Overwatch and the first reaction shot is a hit.

CaptainGrenadierAllows 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 ZoneIncreases hit area of rockets and suppression by 2 tiles.

MajorWill to SurviveReduces all normal damage taken by 2 if in cover and not flanked.

ColonelRocketeerAllows 1 additional standard rocket to be fired per battle.MayhemConfers additional damage based on weapon tech level to Suppression and all area-effect abilities.

RankAbility

SquaddieHeadshotFire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.

CorporalSnap Shot

EW DLC:Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.Squad SightEW DLC:Allows firing at targets in any ally's sight radius, but these targets cannot be critically hit unless using Headshot.

SergeantGunslingerConfers 2 bonus damage with pistols.Damn Good Ground+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.(including while flying)

LieutenantDisabling ShotAllows 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.(-10 Aim, reduced Damage)Battle ScannerScanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.

CaptainExecutioner+10% Aim against targets with less than 50% Health.OpportunistEliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.

MajorLow ProfileMakes partial cover count as full.

ColonelIn The ZoneKilling a flanked or uncovered target with the sniper rifle does not cost an action.(applies only once to Pistols)Double TapAllows 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)

RankAbility

SquaddieSmoke GrenadeDeploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.

CorporalSprinterAllows the support to move 3 additional tiles.Covering FireAllows reaction shot to trigger on enemy attacks, not just movement.EW DLC: The reaction fire now happens before the enemy attacks, not after.

SergeantField MedicAllows medikits to be used 3 times per battle instead of once.Smoke and MirrorsEW DLC:Allows two extra uses of Smoke Grenade each mission, for a total of three.

LieutenantReviveAllows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.Rifle SuppressionFires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.

CaptainDense SmokeSmoke Grenades have increased area of effect and further increase units' Defense by 20.Combat DrugsSmoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.(Also grants +20 Aim Bonus)

MajorDeep PocketsConfers an additional item slot in inventory.EW DLC:All limited-use items in your inventory receive one extra use.

ColonelSaviorMedikits restore 4 more health per use.SentinelAllows two reaction shots during Overwatch, instead of only one.

RankAbility

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

CorporalAdvanced Fire ControlShots from Overwatch no longer suffer any Aim penalty.Automated Threat AssessmentConfers +15 Defense when in Overwatch. Cancelled when the MEC fires.

SergeantVital-Point TargetingConfers 2 bonus damage against targets that have been autopsied.Damage ControlWhen the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns.

LieutenantJet Boot ModuleWhen activated, confers the ability to jump to normally inaccessible heights for the rest of the turn. Has an unlisted 1-turn cooldown.One For AllWhen activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.

CaptainRepair ServosConfers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.Expanded StorageAllows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.

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

ColonelAbsortion FieldsAny hit that makes 33% more damage to the MEC's maximum health is reduced to that number.Reactive Targeting SensorsMEC 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.