Assault Abilities
Squaddie
Run & Gun: Allows firing or Overwatch after Dashing. Two turn cooldown.
Corporal
Tactical Sense: Confers +5 Defense per enemy in sight (max +20)
Or
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.
Or
Close and Personal:Confers +30% Critical Chance against adjacent targets bonus declines with distance from target.
Lieutenant
Flush:Fire a shot that causes enemies to run out of cover.
Or
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 within 4 tiles.
Or
Bring Em On: Adds 1 damage on critical hits for each enemy the squad can see (max 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.
Or
Killer Instinct: Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
Support Abilities
Squaddie
Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 Defense to all units, and lasts through the enemy turn.
Corporal
Sprinter: Allows the Support to move 3 additional tiles.
Or
Covering Fire: Allows reaction shots to trigger on enemy attacks, not just movement.
Sergeant
Field Medic: Allows medkits to be used 3 times per battle instead of once.
Or
Smoke and Mirrors: Allows 1 additional use of Smoke Grenade each mission.
Lieutenant
Revive: Allows medkits to revive critically wounded soldiers at 33% of max health, instead of just stabilizing them.
Or
Rifle Suppression: Fire 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.
Or
Combat Drugs: Smoke Grenades now contain powerful stimulants that grant +20 Will and +10 critical chance for all units in the cloud.
Major
Deep Pockets: Confers an additional item slot in inventory.
Colonel
Savior: Medkits restore 4 more health per use.
Or
Sentinel: Allows two reaction shots during Overwatch instead of one.
Heavy Abilities
Squaddie
Fire Rocket: Fire a rocket using an equipped launcher. This ability cannot be used after moving more than once per mission.
Corporal
Bullet Swarm: Firing the primary weapon as the first action no longer ends the turn.
Or
Holo-Targeting: Shooting at or suppressing enemies also confers +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.
Or
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: Confers +100% damage against robotic enemies.
Or
Rapid Reaction: Confers a second reaction shot if on Overwatch and the first reaction shot is a hit.
Captain
Grenadier: Allows 2 grenades in a single inventory slot.
Or
Danger Zone: Increases AoE on Suppression and all rocket attacks by 2 tiles.
Major
Will to Survive: Reduces normal damage taken by 2 if in cover and not flanked.
Colonel
Rocketeer: Allows 1 additional standard rocket to be fired per battle.
Or
Mayhem: Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.
Sniper Abilities
Squaddie
Headshot: Fire a shot with +30% critical chance and extra damage on critical hits, based on the tech level of the sniper rifle. Two turn cooldown.
Corporal
Snap Shot: Removes the sniper rifles restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
Or
Squadsight: Allows firing at targets in any allys sight radius.
Sergeant
Gunslinger: Confers 2 bonus damage with pistols.
Or
Damn Good Ground: Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses.
Lieutenant
Disabling Shot: Allows the Sniper to fire a shot that causes the targets main weapon to malfunction. The shot cannot inflict a critical hit. Two turn cooldown.
Or
Battle Scanner: Deploy a canning device that creates a new source of vision for 2 turns. Can only be used 2 times per battle.
Captain
Executioner: Confers +10 Aim against targets with less than 50% health.
Or
Opportunist: Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Major
Low Profile: Converts partial cover to full cover.
Colonel
In The Zone: Killing a flanked or uncovered target with the sniper rifle does not cost an action.
Or
Double Tap: Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no moves were made. 1 turn cooldown.
What are the best skills to go with?