Other Abilities (LWR): Difference between revisions
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==Accuracy Cap== | ==Accuracy Cap== | ||
Critical hit chance (otherwise known as 'Crit') is capped at the current hit chance. This means that a soldier with 50 crit and a 20% chance to hit will only have a 20% chance to crit due to Accuracy Cap. | Critical hit chance (otherwise known as 'Crit') is capped at the current hit chance. This means that a soldier with 50 crit and a 20% chance to hit will only have a 20% chance to crit due to the Accuracy Cap. | ||
== Air Strikes == | == Air Strikes == | ||
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</div> | </div> | ||
If they've made the offer, | If they've made the offer, the officer on your squad gets the ability to call in an '''Air Strike'''. This can only occur once per mission. | ||
'''Air Strikes''' will occur at the end of the turn they are called, and will bombard all enemies that are active and visible from above with multiple explosions. | '''Air Strikes''' will occur at the end of the turn they are called, and will bombard all enemies that are active and visible from above with multiple explosions. | ||
Each enemy has 20 chances to be struck by an explosion. The chance for each explosion to strike is x%, where x is how many opportunities have been calculated. For example, the first chance is 1%, the second is 2%, the last explosion is a 20% chance | Each enemy has 20 chances to be struck by an explosion. The chance for each explosion to strike is x%, where x is how many opportunities have been calculated. For example, the first chance is 1%, the second is 2%, ..., the last explosion is a 20% chance (about 90% chance in total for at least 1 explosion). | ||
Each explosion deals 3-6 damage + 10% of the target's max hp in a 2-tile radius, with damage falloff like other explosives (50% damage at the periphery). The explosions will land within a 6-tile radius of the targeted enemy, using the same | Each explosion deals 3-6 damage + 10% of the target's max hp in a 2-tile radius, with damage falloff like other explosives (50% damage at the periphery). The explosions will land within a 6-tile radius of the targeted enemy, using the same mechanic as rocket scatter (6 tiles being the maximum distance, but most explosions will land in a significantly smaller area of around 3 tiles). | ||
Because of these mechanics, air strikes tend to be best against enemies that are clustered together, as each enemy will take damage from multiple | Because of these mechanics, air strikes tend to be best against enemies that are clustered together, as each enemy will likely take damage from multiple explosions. | ||
== Base DR == | == Base DR == | ||
Any unit that has any '''Base Damage Resistance''' (represented in multiples of 20 by grey pips on their HP bar or in the F1 panel as a small number next to '''Total DR''') will have it reduced as their '''armor HP''' declines. Specifically, | Any unit that has any '''Base Damage Resistance''' (represented in multiples of 20 by grey pips on their HP bar or in the F1 panel as a small number next to '''Total DR''') will have it reduced as their '''armor HP''' declines. Specifically, the percent of base DR removed is equal to the square root of the percent of armor HP lost (for example, with 50% armor HP lost, the base DR is reduced by 25%). | ||
This is not to be confused with '''red fog''' which only kicks in when the unit has lost all '''armor HP''' and has taken at least 1 point of damage to their '''base HP'''. | This is not to be confused with '''red fog''' which only kicks in when the unit has lost all '''armor HP''' and has taken at least 1 point of damage to their '''base HP'''. | ||
'''Base DR''' stacks additively with itself (e.g an ability that gives 10 base DR and an armor that gives 20 base DR give the soldier 30 base DR total). | '''Base DR''' stacks additively with itself (e.g an ability that gives 10 base DR and an armor that gives 20 base DR give the soldier 30 base DR total). | ||
'''Base DR''' | '''Base DR''' stacks additively with other forms of '''Percentage DR''' to calculate '''Total DR'''. '''Total DR''' is represented by a grey shield to the left of their HP bar and in the F1 panel as a large yellow number. | ||
[[File:BaseDRLWR.png]] | [[File:BaseDRLWR.png]] | ||
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== Berserk == | == Berserk == | ||
If multiple XCOM soldiers have died, are bleeding out, or are stabilized, all other non-SHIV members that are idle gain the ability to go '''Berserk'''. Only 1 member of the squad can berserk each turn. A unit going berserk will prevent other beginning of turn | If multiple XCOM soldiers have died, are bleeding out, or are stabilized, all other non-SHIV members that are idle gain the ability to go '''Berserk'''. Only 1 member of the squad can berserk each turn. A unit going berserk will prevent other beginning of turn effects from occurring such as enrage, fatigued, and exhausted. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn. | ||
<div style="max-width: 500px;"> | <div style="max-width: 500px;"> | ||
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</div> | </div> | ||
A berserked unit will enter an '''[[Other_Abilities_(LWR)#Enrage|enraged]]''' state, | A berserked unit will enter an '''[[Other_Abilities_(LWR)#Enrage|enraged]]''' state, reloads if their ammo isn't full, may move towards the nearest enemy, may fire a shot (at +200 aim), and after done, will still be enraged with 2 APs ready to go. | ||
==Bleeding== | ==Bleeding== | ||
Critical | Critical hits have a chance to cause bleeding equal to '''the percent of total HP the unit lost from the attack''' (halved if the target has some armor HP left). | ||
Bleeding units receive 1 + | Bleeding units receive damage at the end of each turn equal to: | ||
Stacks_of_Bleed * (1 + 20% of max base HP) | |||
This only occurs if they have performed an action (except for hunker or combat readiness) that turn. | |||
Bleeding can stack, and each bleed stack doubles, triples, etc. the damage. | Bleeding can stack, and each bleed stack doubles, triples, etc. the damage. | ||
Bleeding can be removed by any active heal. | Bleeding can be removed by any active heal (Medkits and Restorative Mists, but not Combat Drugs or Combat Stims). | ||
Robotic Units are immune to bleed. | Robotic Units are immune to bleed. | ||
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==Bleed Out== | ==Bleed Out== | ||
XCOM soldiers will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to '''Bleed Out''' for 2-4 turns (turns can be increased with a '''Respirator Implant''' or the '''Dual Heart''' gene mod). At the start of each XCOM turn the timer is reduced, so often a 2 turn bleed out will only give XCOM 1 turn to react. | XCOM soldiers will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to '''Bleed Out''' for 2-4 turns (turns can be increased with a '''Respirator Implant''' or the '''Dual Heart''' gene mod). At the start of each XCOM turn, the timer is reduced, so often a 2 turn bleed out will only give XCOM 1 turn to react. | ||
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows: | The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows: | ||
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Max_Base_HP is the natural max HP the character has without any armor or items. The overkill damage is how much damage the soldier received beyond 0. The '''Bleed Out Chance''' is clamped between 0% and 90%. | Max_Base_HP is the natural max HP the character has without any armor or items. The overkill damage is how much damage the soldier received beyond 0. The '''Bleed Out Chance''' is clamped between 0% and 90%. | ||
A soldier with the '''Dual Heart''' gene mod will always bleed out the first time | A soldier with the '''Dual Heart''' gene mod will always bleed out the first time their health reaches 0 each battle. | ||
While '''Bleeding Out''', a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 0 AP) by a medic with both a medikit and the '''Savior''' perk. If a soldier's '''Bleed Out Timer''' expires, the soldier will die. | |||
If the '''Bleeding Out''' soldier has a medikit, another soldier can use their medikit by using combat readiness within 2 tiles of that soldier. If no medikit is available on either soldier, simply using combat readiness within 2 tiles of the soldier who is '''Bleeding Out''' will extend their '''Bleed Out Timer''' by 1 turn. | |||
The '''Bleed Out Timer''' is normally invisible but is visible if the unit bleeding out has a respirator implant. | The '''Bleed Out Timer''' is normally invisible but is visible if the unit bleeding out has a respirator implant. | ||
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If the mission is abandoned, only soldiers bleeding out or stabilized in the drop zone will survive. | If the mission is abandoned, only soldiers bleeding out or stabilized in the drop zone will survive. | ||
If the bleeding out soldier has a medikit, another | If the bleeding out soldier has a medikit, another biosoldier can use it to stabilize or revive them by moving within two tiles and pressing '''J'''. | ||
== Boosting == | == Boosting == | ||
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When an XCOM unit ends the turn with an action point remaining and is '''[[Other_Abilities_(LWR)#Idle|idle]]''' it activates '''Combat Readiness''': | When an XCOM unit ends the turn with an action point remaining and is '''[[Other_Abilities_(LWR)#Idle|idle]]''' it activates '''Combat Readiness''': | ||
<div style="max-width: 1200px;"> | <div style="max-width: 1200px;"> | ||
+0.6 mobility, +10 aim, +10 will, +5 penetration to all attacks, + | +0.6 mobility, +10 aim, +10 will, +5 penetration to all attacks, +25% '''[[Other_Abilities_(LWR)#Graze|graze]]''' chance, and -20% rocket scatter until the end of the unit's next turn | ||
</div> | </div> | ||
At the beginning of each mission, all XCOM soldiers start with Combat Readiness. It can activate automatically on XCOM through the [[Other_Abilities_(LWR)#Heat_of_Battle|'''Heat of Battle''']] mechanic, especially when XCOM is engaging many enemies. You can also press "J" (see [[New_Hotkeys_(LWR)#Functional|'''Hotkeys''']]) to manually activate the ability on a single soldier (activating Combat Readiness also reveals units within 4 tiles and will not reveal the activating unit if they are hidden). It cannot be activated if the unit is not idle (e.g. suppressed). Combat Readiness wears off at the end of the unit's next turn. | |||
At the beginning of each mission, all XCOM soldiers start with Combat Readiness. | |||
Aliens in [[Other_Abilities_(LWR)#Prepared|'''Prepared''']] enemy pods and enemies that start their turn out of line of sight of XCOM units also have a chance to receive Combat Readiness. | |||
Units that lose their [[Other_Abilities_(LWR)#Steady_Weapon|'''Steadied Weapon''']] because they can't see any enemies at the beginning or end of their turn will gain the Combat Readiness bonus. | |||
==Concussive Blast== | ==Concussive Blast== | ||
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Acid grenades, acid spit, and certain melee attacks can apply the '''Corrosion''' effect: | Acid grenades, acid spit, and certain melee attacks can apply the '''Corrosion''' effect: | ||
<div style="max-width: 1400px;"> | <div style="max-width: 1400px;"> | ||
Disables passive healing, reduces base DR by 50%, strips 2 + 10% of armor HP at start of turn, -20% aim, -20% mobility, and -20% range for AoE attacks; lasts 3 turns | Disables passive healing, reduces base DR by 50%, strips 2 + 10% of armor HP at the start of the turn, -20% aim, -20% mobility, and -20% range for AoE attacks; lasts 3 turns | ||
</div> | </div> | ||
The easiest way to remove corrosion is through the use of a medikit (biosoldiers only) or an engineer. Certain platings can reduce the length of corrosion to 1 turn (from 3). | The easiest way to remove corrosion is through the use of a medikit (biosoldiers only) or an engineer. Certain platings can reduce the length of corrosion to 1 turn (from 3). | ||
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== Dash == | == Dash == | ||
When a unit (alien or XCOM) spends both | When a unit (alien or XCOM) spends both APs to move at the same time (a 'yellow' move) this is called '''dashing''' and increases movement by 20%. Thus, a unit that dashes will be able to cover 2.4x its mobility in tiles. | ||
As well, when dashing, units will have 30 more defense against reaction fire. | As well, when dashing, units will have 30 more defense against reaction fire. | ||
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== Elevated Position == | == Elevated Position == | ||
Units at a higher altitude | Units at a higher altitude than an enemy receive the following benefits: | ||
<div style="max-width: 600px;"> | <div style="max-width: 600px;"> | ||
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</div> | </div> | ||
Note: Flying units receive the max (+30) defense bonus regardless of their height relative an enemy | Note: Flying units receive the max (+30) defense bonus regardless of their height relative to an enemy | ||
== Exposed == | == Exposed == | ||
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The '''Hardened''' perk prevents a unit from being exposed, regardless of cover. | The '''Hardened''' perk prevents a unit from being exposed, regardless of cover. | ||
'''Flying''' and '''Non-Hardened''' units (while technically exposed) do not have increased critical hit chance against them for being exposed. However, perks or abilities that require exposure will still work against flying units. | '''Flying''' units and '''Non-Hardened''' units (while technically exposed) do not have increased critical hit chance against them for being exposed. However, perks or abilities that require exposure will still work against flying units. | ||
== Fatigued and Exhausted == | == Fatigued and Exhausted == | ||
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each their turns: | Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each of their turns: | ||
{| class="wikitable" cellpadding="15" style="text-align:center;" | {| class="wikitable" cellpadding="15" style="text-align:center;" | ||
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A VLW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 2%/0.2%. | A VLW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 2%/0.2%. | ||
An ELW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 4%/0.4%. | |||
== Flight == | == Flight == | ||
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<div style="max-width:950px;"> | <div style="max-width:950px;"> | ||
'''Warning''': If the pilot is still hovering at 0 fuel they will be forced to land (and may land in a bad location). | '''Warning''': If the pilot is still hovering at 0 fuel, they will be forced to land (and may land in a bad location). | ||
</div> | </div> | ||
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== Hack == | == Hack == | ||
This ability is available to all covert operatives. It allows them to '''Hack''' Exalt data relays. This ability will '''Hunker''' the covert operative as | This ability is available to all covert operatives. It allows them to '''Hack''' Exalt data relays. This ability will '''Hunker''' the covert operative as they hack the relay. At the beginning of their next turn they will finish the '''hack''' at the cost of all of their AP. | ||
Once the '''Hack''' begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the '''Hack''' the covert operative will also recover sensitive Exalt information from the relay. | Once the '''Hack''' begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the '''Hack''' the covert operative will also recover sensitive Exalt information from the relay. | ||
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== Hidden == | == Hidden == | ||
Various abilities can cause a unit to become hidden. They all work slightly differently but all share | Various abilities can cause a unit to become hidden. They all work slightly differently but all share these similarities: | ||
1) They cannot be targeted by the opposition | 1) They cannot be targeted by the opposition | ||
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* Are revealed by a revealing ability/device (e.g. battle scanner) | * Are revealed by a revealing ability/device (e.g. battle scanner) | ||
When hidden, the aliens give audio clues | When hidden, the aliens give audio clues about their location. This helps XCOM find them. | ||
As well, proximity sensors and motion trackers can locate hidden aliens on their radars. | As well, proximity sensors and motion trackers can locate hidden aliens on their radars. | ||
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== Holo Targeted == | == Holo Targeted == | ||
Units that have been | Units that have been targeted with '''Holo Rounds''' will become '''Holo Targeted''': | ||
<div style="max-width: 1000px;"> | <div style="max-width: 1000px;"> | ||
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Any biosoldier in cover can '''Hunker Down''': | Any biosoldier in cover can '''Hunker Down''': | ||
<div style="max-width: 1450px;"> | <div style="max-width: 1450px;"> | ||
When protected by cover: +30% cover defense, + | When protected by cover: +30% cover defense, +15% DR, and immunity to critical hits. Reduces sight radius to 0. Unit cannot become combat ready. Does not trigger reaction fire. | ||
</div> | </div> | ||
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<div style="max-width:1000px;"> | <div style="max-width:1000px;"> | ||
[[Abilities_List_(LWR)#Light_.27Em_Up|Light 'em Up]], [[Abilities_List_(LWR)#Damage Control|Damage Control | [[Abilities_List_(LWR)#Light_.27Em_Up|Light 'em Up]], [[Abilities_List_(LWR)#Damage Control|Damage Control]], [[Abilities_List_(LWR)#Unyielding|Unyielding]] | ||
</div> | </div> | ||
And to a lesser | And to a lesser extent: | ||
<div style="max-width:1000px;"> | <div style="max-width:1000px;"> | ||
[[Abilities_List_(LWR)#Hit and Run|Hit and Run]], [[Abilities_List_(LWR)#Tactical Mobility|Tactical Mobility]], [[Abilities_List_(LWR)#Taunt|Taunt]], [[Abilities_List_(LWR)#Psychic Tether|Psychic Tether]] | [[Abilities_List_(LWR)#Hit and Run|Hit and Run]], [[Abilities_List_(LWR)#Tactical Mobility|Tactical Mobility]], [[Abilities_List_(LWR)#Sentry|Sentry]], [[Abilities_List_(LWR)#Taunt|Taunt]], [[Abilities_List_(LWR)#Psychic Tether|Psychic Tether]] | ||
</div> | </div> | ||
== Low Hit Chances == | == Low Hit Chances == | ||
In order to properly reflect a reasonable hit chance, while still keeping hit chance calculations as simple as '''aim''' minus '''defense''' equals '''hit chance''', hit chances below 20% are tapered by half, and those below 10% are tapered again but by 80%. The result is that a shot that would have a 0% chance to hit (based on aim minus defense) would instead have a 10% chance to hit and you would need a calculated hit chance of -45% to reach an actual hit chance of 1%. Chances that have been tapered by half will be colored orange beside the 'to hit' in the F1 info screen. Chances that have been tapered by 80% will be colored red beside the 'to hit' in the F1 info screen. | In order to properly reflect a reasonable hit chance, while still keeping hit chance calculations as simple as '''aim''' minus '''defense''' equals the '''hit chance''', hit chances below 20% are tapered by half, and those below 10% are tapered again but by 80%. The result is that a shot that would have a 0% chance to hit (based on aim minus defense) would instead have a 10% chance to hit and you would need a calculated hit chance of -45% to reach an actual hit chance of 1%. Chances that have been tapered by half will be colored orange beside the 'to hit' in the F1 info screen. Chances that have been tapered by 80% will be colored red beside the 'to hit' in the F1 info screen. | ||
The actual formula is: | The actual formula is: | ||
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== Overload == | == Overload == | ||
Weapons with the '''Overload''' ability upgrade standard shots to break enemy overwatch and have a chance to '''disorient''' units equal to the percent of total HP they lost. The chance is tripled against SHIVs. | Weapons with the '''Overload''' ability upgrade standard shots to break enemy '''overwatch''' and '''Reactive Targeting Sensors''' and have a chance to '''disorient''' units equal to the percent of total HP they lost. The chance is tripled against SHIVs. | ||
The '''[[Weapons_(LWR)#Arc_Primary_Weapons|Arc Rifle]]''' and '''[[Weapons_(LWR)#Arc_Pistol|Arc Pistol]]''' have the '''Overload''' ability. | The '''[[Weapons_(LWR)#Arc_Primary_Weapons|Arc Rifle]]''' and '''[[Weapons_(LWR)#Arc_Pistol|Arc Pistol]]''' have the '''Overload''' ability. | ||
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<div style="max-width: 600px;"> | <div style="max-width: 600px;"> | ||
It bypasses 50% of cover defense and 50% of cover damage resistance | It bypasses 50% of cover defense and 50% of cover damage resistance* | ||
</div> | </div> | ||
<div style="max-width: 150px;"> | <div style="max-width: 150px;"> | ||
It cannot crit | It cannot crit | ||
</div> | </div> | ||
<b>*</b> Note that this also lowers the impenetrable cover DR limit by half | |||
Reaction fire will trigger when a unit acts (uses any ability or moves >1 tile) and '''the firing unit has a hit chance of 30 or higher'''. When the firing unit has a hit chance of less than 30 they will say something along the lines of not being able to target the enemy; aliens will display an exclamation mark (!) above their heads. | Reaction fire will trigger when a unit acts (uses any ability or moves >1 tile) and '''the firing unit has a hit chance of 30 or higher'''. When the firing unit has a hit chance of less than 30 they will say something along the lines of not being able to target the enemy; aliens will display an exclamation mark (!) above their heads. | ||
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Prepared aliens will overwatch and gain combat readiness on reveal less if XCOM has less total AP available. | Prepared aliens will overwatch and gain combat readiness on reveal less if XCOM has less total AP available. | ||
Prepared aliens will not | |||
Prepared aliens will not occur on the first turn of any mission. | |||
====Off Guard==== | ====Off Guard==== | ||
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</div> | </div> | ||
Shred damage is calculated based off of ''damage dealt'', not ''damage taken''; so if a unit resists any damage through DR it ''does not'' affect the amount of shred applied. | |||
Some plasma weapons can shred only specific types of enemies: | Some plasma weapons can shred only specific types of enemies: | ||
*'''Carapace Shredder''' (Plasma Rifle): shreds biological enemies with '''Hardened'''. | *'''Carapace Shredder''' (Plasma Rifle): shreds biological enemies with '''Hardened''': Berserkers and Chryssalids. | ||
*'''Ether Shredder''' (Plasma Reflex Cannon): shreds | *'''Ether Shredder''' (Plasma Reflex Cannon): shreds enemies with '''Distortion''': Sectoid Commanders and Ethereals. | ||
*'''Panzer Shredder''' (Plasma Battle Rifle): shreds grounded robotic enemies | *'''Panzer Shredder''' (Plasma Battle Rifle): shreds grounded robotic enemies: Mechtoids and Sectopods. | ||
*'''Aerial Shredder''' (Plasma Carbine): shreds flying-capable aliens. | *'''Aerial Shredder''' (Plasma Carbine): shreds flying-capable aliens. | ||
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<div style="max-width: 600px;"> | <div style="max-width: 600px;"> | ||
{{Alien Shred (LWR)|text=1}} | {{Alien Shred (LWR)|text=1}} | ||
</div> | </div> | ||
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Steadying a weapon grants the following: | Steadying a weapon grants the following: | ||
<div style="max-width: | <div style="max-width: 1000px;"> | ||
Double base aim, +15 pen, rocket range +20% and scatter -75%, reaction fire immunity, and halves the impenetrable cover DR limit | |||
</div> | </div> | ||
Steady is lost if unit acts, moves, is suppressed, is hit, or changes weapons. Steady is converted into '''[[Other_Abilities_(LWR)#Combat_Readiness|Combat Readiness]]''' if unit can't see any enemies at the beginning or end of a turn. | Steady is lost if unit acts, moves, is suppressed, is hit, or changes weapons. Steady is converted into '''[[Other_Abilities_(LWR)#Combat_Readiness|Combat Readiness]]''' if unit can't see any enemies at the beginning or end of a turn. | ||
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Units that use a Combat Stim on themselves will receive the '''Stimmed''' buff: | Units that use a Combat Stim on themselves will receive the '''Stimmed''' buff: | ||
<div style="max-width: 1300px;"> | <div style="max-width: 1300px;"> | ||
+2 regeneration, +2.0 mobility, +20 aim, +20 will, immunity to fatigued/exhausted | +2 regeneration, +2.0 mobility, +20 aim, +20 will, immunity to fatigued/exhausted; lasts through 4 enemy turns | ||
</div> | </div> | ||
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== Sublimator == | == Sublimator == | ||
Certain plasma weapons have the '''Sublimator''' capability which | Certain plasma weapons have the '''Sublimator''' capability which grants +20 pen vs units with the '''[[Abilities_List_(LWR)#Hardened|Hardened]]''' perk and deals triple damage to [[Abilities_List_(LWR)#Plasma Shield|Plasma Shields]]. | ||
== Suppression == | == Suppression == | ||
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== Suppressive Fire == | == Suppressive Fire == | ||
'''Suppressive Fire''' damage is equal to | '''Suppressive Fire''' damage is equal to 40% of ''standard shot damage''. | ||
Even though '''Suppressive Fire''' will sometimes occur during the enemy turn, it is not a standard shot and thus it does not qualify as a reaction shot (so it will not stagger). | Even though '''Suppressive Fire''' will sometimes occur during the enemy turn, it is not a standard shot and thus it does not qualify as a reaction shot (so it will not stagger). | ||
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</div> | </div> | ||
<div style="max-width:1300px"> | <div style="max-width:1300px"> | ||
Units with the '''Danger Zone''' perk will apply '''Suppressive Fire''' to an area (at 50% damage) as well as the primary target (at 100% damage). This area damage occurs during mayhem suppressive fire and at the beginning of a unit's turn if they are suppressed and not in cover. The area damage does not apply to the suppressive fire that occurs when a unit breaks a suppression effect by acting. | Units with the '''Danger Zone''' perk will apply '''Suppressive Fire''' to an area (at 50% damage) as well as the primary target (at 100% damage). This area damage occurs during mayhem suppressive fire and at the beginning of a unit's turn if they are suppressed and not in cover. The area damage does not apply to the suppressive fire that occurs when a unit breaks a suppression effect by acting: the first unit that acts will take the damage and suppression will break for the entire group afterwards. | ||
{{ Danger Zone (LWR) | text=1 }} | {{ Danger Zone (LWR) | text=1 }} | ||
</div> | </div> | ||
Latest revision as of 02:47, 16 March 2026
Accuracy Cap
Critical hit chance (otherwise known as 'Crit') is capped at the current hit chance. This means that a soldier with 50 crit and a 20% chance to hit will only have a 20% chance to crit due to the Accuracy Cap.
Air Strikes
If you are fighting in a country that has some country defense, they may offer the officer on your squad the ability to call in an Air Strike.
The formula to calculate the percent chance a country will offer you an Air Strike is:
20 + Country Defense / 2
If they've made the offer, the officer on your squad gets the ability to call in an Air Strike. This can only occur once per mission.
Air Strikes will occur at the end of the turn they are called, and will bombard all enemies that are active and visible from above with multiple explosions.
Each enemy has 20 chances to be struck by an explosion. The chance for each explosion to strike is x%, where x is how many opportunities have been calculated. For example, the first chance is 1%, the second is 2%, ..., the last explosion is a 20% chance (about 90% chance in total for at least 1 explosion).
Each explosion deals 3-6 damage + 10% of the target's max hp in a 2-tile radius, with damage falloff like other explosives (50% damage at the periphery). The explosions will land within a 6-tile radius of the targeted enemy, using the same mechanic as rocket scatter (6 tiles being the maximum distance, but most explosions will land in a significantly smaller area of around 3 tiles).
Because of these mechanics, air strikes tend to be best against enemies that are clustered together, as each enemy will likely take damage from multiple explosions.
Base DR
Any unit that has any Base Damage Resistance (represented in multiples of 20 by grey pips on their HP bar or in the F1 panel as a small number next to Total DR) will have it reduced as their armor HP declines. Specifically, the percent of base DR removed is equal to the square root of the percent of armor HP lost (for example, with 50% armor HP lost, the base DR is reduced by 25%).
This is not to be confused with red fog which only kicks in when the unit has lost all armor HP and has taken at least 1 point of damage to their base HP.
Base DR stacks additively with itself (e.g an ability that gives 10 base DR and an armor that gives 20 base DR give the soldier 30 base DR total). Base DR stacks additively with other forms of Percentage DR to calculate Total DR. Total DR is represented by a grey shield to the left of their HP bar and in the F1 panel as a large yellow number.
Berserk
If multiple XCOM soldiers have died, are bleeding out, or are stabilized, all other non-SHIV members that are idle gain the ability to go Berserk. Only 1 member of the squad can berserk each turn. A unit going berserk will prevent other beginning of turn effects from occurring such as enrage, fatigued, and exhausted. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.
Chance to Berserk = 0.5% * # of dead * # of enemies in vision
A berserked unit will enter an enraged state, reloads if their ammo isn't full, may move towards the nearest enemy, may fire a shot (at +200 aim), and after done, will still be enraged with 2 APs ready to go.
Bleeding
Critical hits have a chance to cause bleeding equal to the percent of total HP the unit lost from the attack (halved if the target has some armor HP left).
Bleeding units receive damage at the end of each turn equal to:
Stacks_of_Bleed * (1 + 20% of max base HP)
This only occurs if they have performed an action (except for hunker or combat readiness) that turn.
Bleeding can stack, and each bleed stack doubles, triples, etc. the damage.
Bleeding can be removed by any active heal (Medkits and Restorative Mists, but not Combat Drugs or Combat Stims).
Robotic Units are immune to bleed.
Bleed Out
XCOM soldiers will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to Bleed Out for 2-4 turns (turns can be increased with a Respirator Implant or the Dual Heart gene mod). At the start of each XCOM turn, the timer is reduced, so often a 2 turn bleed out will only give XCOM 1 turn to react.
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows:
Bleed Out Chance = 10% * (Max_Base_HP - Overkill_Damage)
Max_Base_HP is the natural max HP the character has without any armor or items. The overkill damage is how much damage the soldier received beyond 0. The Bleed Out Chance is clamped between 0% and 90%.
A soldier with the Dual Heart gene mod will always bleed out the first time their health reaches 0 each battle.
While Bleeding Out, a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 0 AP) by a medic with both a medikit and the Savior perk. If a soldier's Bleed Out Timer expires, the soldier will die.
If the Bleeding Out soldier has a medikit, another soldier can use their medikit by using combat readiness within 2 tiles of that soldier. If no medikit is available on either soldier, simply using combat readiness within 2 tiles of the soldier who is Bleeding Out will extend their Bleed Out Timer by 1 turn.
The Bleed Out Timer is normally invisible but is visible if the unit bleeding out has a respirator implant.
If the mission ends in a victory, any soldier bleeding out or stabilized will survive.
If the mission is abandoned, only soldiers bleeding out or stabilized in the drop zone will survive.
If the bleeding out soldier has a medikit, another biosoldier can use it to stabilize or revive them by moving within two tiles and pressing J.
Boosting
In Long War Rebalance, soldiers have the ability to help other units (including SHIVs and MECs) scale heights by boosting.
To boost a unit, hunker two units adjacent to it on both sides. The unit must be idle, in cover, and have some remaining AP. Once boosted, that soldier will gain the ability to scamper up any adjacent height a short distance. After the scamper the boosted soldier will regain any AP they already used so they can act with 2 AP.
Combat Readiness
When an XCOM unit ends the turn with an action point remaining and is idle it activates Combat Readiness:
+0.6 mobility, +10 aim, +10 will, +5 penetration to all attacks, +25% graze chance, and -20% rocket scatter until the end of the unit's next turn
At the beginning of each mission, all XCOM soldiers start with Combat Readiness. It can activate automatically on XCOM through the Heat of Battle mechanic, especially when XCOM is engaging many enemies. You can also press "J" (see Hotkeys) to manually activate the ability on a single soldier (activating Combat Readiness also reveals units within 4 tiles and will not reveal the activating unit if they are hidden). It cannot be activated if the unit is not idle (e.g. suppressed). Combat Readiness wears off at the end of the unit's next turn.
Aliens in Prepared enemy pods and enemies that start their turn out of line of sight of XCOM units also have a chance to receive Combat Readiness.
Units that lose their Steadied Weapon because they can't see any enemies at the beginning or end of their turn will gain the Combat Readiness bonus.
Concussive Blast
All explosive damage has the following effects:
1) Clears overwatch
2) Chance to disorient equal to the percent of their max base HP they lost to the explosion
Corrosion
Acid grenades, acid spit, and certain melee attacks can apply the Corrosion effect:
Disables passive healing, reduces base DR by 50%, strips 2 + 10% of armor HP at the start of the turn, -20% aim, -20% mobility, and -20% range for AoE attacks; lasts 3 turns
The easiest way to remove corrosion is through the use of a medikit (biosoldiers only) or an engineer. Certain platings can reduce the length of corrosion to 1 turn (from 3).
Dash
When a unit (alien or XCOM) spends both APs to move at the same time (a 'yellow' move) this is called dashing and increases movement by 20%. Thus, a unit that dashes will be able to cover 2.4x its mobility in tiles.
As well, when dashing, units will have 30 more defense against reaction fire.
Defuse
This ability is available to all units (including SHIVs). It allows them to defuse bombs. This ability will Hunker soldiers as they defuse the bomb. At the beginning of their next turn they will finish defusing the bomb at the cost of all of their AP.
Disoriented
Non-mechanical units hit by concussion grenades will become Disoriented:
-15 defense, -30 will, -60 aim, -60% mobility/ability range, -60% melee damage, +60% scatter, lasts through 1 enemy turn
Some grenades and other abilities can also cause Disorientation.
End-in-Idle
An end-in-idle action is any action where the unit that performs the action is Idle after the action. See Idle for more information.
Enrage
If multiple soldiers on XCOM's team have died, are bleeding out, or are stabilized, all other non-SHIV members gain the ability to Enrage. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.
Chance to Enrage = 2% * # of dead * # of enemies in vision
An enraged soldier:
- Deals +100% weapon damage
- Gains +100% mobility
- Gains +100% throw range
- Can reload for 1 AP
- Is immune to triggering non-suppression reaction fire
- Is immune to panic
- Is immune to countercharge
Elevated Position
Units at a higher altitude than an enemy receive the following benefits:
+5 aim and defense per tile higher (Capped at +30 aim and defense)
Note: Flying units receive the max (+30) defense bonus regardless of their height relative to an enemy
Exposed
Exposed units are more vulnerable and shots against them have +50 critical hit chance.
Units not protected by cover are considered Exposed. This also means that any unit that is Exposed will not be receiving any benefits from their cover.
Flanking a target or destroying its cover is an effective method of Exposing a target.
The Hardened perk prevents a unit from being exposed, regardless of cover.
Flying units and Non-Hardened units (while technically exposed) do not have increased critical hit chance against them for being exposed. However, perks or abilities that require exposure will still work against flying units.
Fatigued and Exhausted
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each of their turns:
| Status | Effect | Chance (Modified by Campaign Length) | Notes |
|---|---|---|---|
| Fatigued | 1 AP loss | 1% per day of fatigue | Will not occur if Stimmed or Psi Inspired |
| Exhausted | 2 AP loss | 0.1% per day of fatigue | Will not occur if Stimmed or Psi Inspired |
A NSLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 0.5%/0.05%.
A VLW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 2%/0.2%.
An ELW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 4%/0.4%.
Flight
Soldiers with the Archangel or Seraph armors and Hover SHIVs have the Flight ability and a set amount of fuel to power the ability.
Flight consumes 1 fuel per turn while active. Toggling flight on or moving also consumes a fuel.
Units that are flying have their mobility set to 9.3, regardless of what their mobility was on the ground.
Warning: If the pilot is still hovering at 0 fuel, they will be forced to land (and may land in a bad location).
Global Abilities
There are a few abilities that do not require line of sight in order to attack enemies, these include: Psychic Storm (Sectoids, Sectoid Commanders, and Ethereals), Mortar Barrage (Mechtoids and Sectopods), Orbital Ray (Drones), and Air Strike (XCOM Commanders).
Aliens will only use a global ability if they have previously seen an XCOM unit or are a Champion unit.
Grapple
Units with certain light armors have a grappling hook and gain the Grapple ability. Using the Grapple costs 0 AP and can propel the soldier up to 15 tiles clearing the soldier from all Overwatch. Each armor with the grapple ability has a single use (except for the Ghost Armor which grants 3 uses).
Graze
Any attack that Grazes will deal 50% less damage. This occurs before any damage reduction is taken into consideration (it is a target modifier in the damage calculation process).
Some abilities turn shots into grazes and some any damage into grazes.
Hack
This ability is available to all covert operatives. It allows them to Hack Exalt data relays. This ability will Hunker the covert operative as they hack the relay. At the beginning of their next turn they will finish the hack at the cost of all of their AP.
Once the Hack begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the Hack the covert operative will also recover sensitive Exalt information from the relay.
Healing Fatigue
Any active heal (medikit, repair, or restorative mist) decreases the effectiveness of any subsequent active heals by 1. This simulates the inability of the nanobots to keep repairing a unit that is more and more damaged.
Heat of Battle
For every enemy in vision at the end of an XCOM soldier's turn, there is a 5% chance to activate Heat of Battle which automatically grants Combat Readiness.
Hidden
Various abilities can cause a unit to become hidden. They all work slightly differently but all share these similarities:
1) They cannot be targeted by the opposition
2) They clear the unit from all enemy overwatch
Hunter (Jaeger) = Cloak: reveals at end of turn and on non-movement actions
Ghost (Ghost Armor) = Ghosted: reveals at beginning of turn and on any actions or any enemy within 4 tiles
Shadowed (Shadow Device) = Shadowed: reveals at beginning of turn and on any actions
Psi Fade / Cloak Screen (Hidden Movement) = Psi Fade / Cloak Screen: reveals based on various criteria listed here: Hidden Movement
Stealth (Seeker) = Stealth: reveals on non-movement actions, lasts up to 3 turns
If an XCOM unit is revealed it will trigger any inactivated alien pods that are in sight.
Hidden Movement
Hidden Movement only occurs on Impossible or higher difficulties.
It occurs when only a single pod is revealed where some members of that pod have one of the following abilities:

This unit can produce psionic distortions that mask its movements. Automatically triggers after mind merging. Can be detected by enemies within 4 tiles or, if not protected by cover, 14 tiles. When active, this unit gains Combat Readiness.

This unit wields a cloaking device that blends its movements in with the ambient background. Can be detected by enemies within 4 tiles or, if not protected by cover, 14 tiles. When active, this unit gains Combat Readiness.
As well when all active aliens cannot see any XCOM and there are 4 or more active aliens, at the beginning of the alien turn, aliens may also hide.
If there are less than 4 active aliens all aliens hidden from Psi Fade or Cloak Screen will be revealed at the beginning of their turn.
Aliens with active Psi Fade or Cloak Screen will become revealed again if they:
- Perform a non-movement action
- Start their turn in sight of an XCOM unit
- Have an XCOM unit see them exposed (not protected by cover) within 14 tiles
- Have an XCOM unit see them within 4 tiles
- Take any damage
- Are revealed by a revealing ability/device (e.g. battle scanner)
When hidden, the aliens give audio clues about their location. This helps XCOM find them.
As well, proximity sensors and motion trackers can locate hidden aliens on their radars.
Holo Targeted
Units that have been targeted with Holo Rounds will become Holo Targeted:

Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration].
Home Ground
Units that are fighting in their home country gain the Home Ground bonus:
+1.3 mobility, +10 aim and +20 will
Hunker Down
Any biosoldier in cover can Hunker Down:
When protected by cover: +30% cover defense, +15% DR, and immunity to critical hits. Reduces sight radius to 0. Unit cannot become combat ready. Does not trigger reaction fire.
Hunkered units will have their base HP color turn grey.
Idle / Preoccupied
Certain abilities vary based on whether or not a unit is idle. Being idle requires the soldier to be doing nothing that could be occupying their attention. The opposite of idle is preoccupied.
Some abilities require an action to be an end-in-idle action. This simply means that the unit is idle (not preoccupied) after the action is executed.
The following abilities cause a unit to be preoccupied (and thus, not idle):
Overwatching, steadying, hunkering, suppressing, being suppressed, being in One For All, panicking, being disoriented, being critically wounded, being maimed, strangling, being strangled, psychic storming, orbital raying, enthralling, hiding, being unprepared
Instance of Damage
Whenever a unit takes damage from an attack, it receives an instance of damage tick (hits from shotguns count as 3 instances of damage). The instances of damage reset at the end of each turn.
These instances affect the following abilities:
And to a lesser extent:
Low Hit Chances
In order to properly reflect a reasonable hit chance, while still keeping hit chance calculations as simple as aim minus defense equals the hit chance, hit chances below 20% are tapered by half, and those below 10% are tapered again but by 80%. The result is that a shot that would have a 0% chance to hit (based on aim minus defense) would instead have a 10% chance to hit and you would need a calculated hit chance of -45% to reach an actual hit chance of 1%. Chances that have been tapered by half will be colored orange beside the 'to hit' in the F1 info screen. Chances that have been tapered by 80% will be colored red beside the 'to hit' in the F1 info screen.
The actual formula is:
if(iToHit < 20) iToHit += 0.5 * (20 - float(iToHit)); if(iToHit < 10) iToHit += 0.8 * (10 - float(iToHit));
Note: All final hit chances are still clamped between 1 and 100.
Maim
All pistols have the Maim ability:
Fire 2 shots at -20 aim that deal 1 damage each where any hits against a biologic target with 1 HP will Maim the target instead of dealing damage
Stun rifles will also Maim targets at or under 4 HP on a failed stun.
Any target that is Maimed will:
Skip the next turn and disable reactive abilities (e.g. Close Combat Specialist, Reactive Targeting Sensors, Overwatch)
Overload
Weapons with the Overload ability upgrade standard shots to break enemy overwatch and Reactive Targeting Sensors and have a chance to disorient units equal to the percent of total HP they lost. The chance is tripled against SHIVs.
The Arc Rifle and Arc Pistol have the Overload ability.
Overwatch
Overwatch can only be triggered if the unit has an enemy in sight. Using overwatch will overwatch all units currently in Line of Sight. Overwatching units will fire a reaction shot against any unit that was overwatched and that acts (unless the action is a move of only 1 tile).
Note: The act of going on overwatch triggers a single reaction shot (as opposed to all potential reaction shots).
Being hit by an explosive (Concussive Blast) or certain other abilities will clear a unit's overwatch status.
Any other damage still has a chance to clear a unit's overwatch status equal to:
% Chance to Break OW = 100 x Base HP Lost / Max Base HP
As an example, a unit on overwatch with 20 max base HP and 5 armor HP that took 10 ballistic damage has a 50% chance to have their overwatch broken.
Overwatch Indicators
The HUD icons for aliens will reveal who is overwatching you. A target icon appears at the top right of their alien head in the bottom right of the screen.
Aliens will have a red eye icon above their soldier/pawn if they are on overwatch (teal for XCOM).
Allies that are in danger of triggering a reaction shot will have a red target icon just to the right of their HP. If they have a cover shield it will overlap the top right of the cover shield.
Panic
All panicked units have a 50% chance to recover each turn. If they are going to recover, they will receive a popup saying they are Regaining Control; otherwise they will remain panicking. A single panic will last a maximum of 2 turns.
There is a 2% chance that any panicked unit will recover immediately.
Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking HP damage. Exalt only have a 30% chance of triggering a panic roll when one of their panic events trigger.
Exalt Chances to Panic:
- 30% chance if they are hit for more than 30% of their remaining health (20 will test)
- 30% chance if a squad mate in vision dies (20 will test)
- 30% chance if a squad leader in vision dies (40 will test)
XCOM Chances to Panic:
- They are hit for more than 50% of their remaining health and have lost some base HP (30 will test)
Penetration
Units with penetration will do more damage to units with a form of damage resistance. Specifically, after DR is calculated, for every 1 point of penetration the DR is reduced by 1.
Units can gain penetration through various perks, weapons, and equipment.
For more information, see the Complete Damage Formula.
Pinpoint Accuracy
Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called Pinpoint Accuracy. It represents a soldier being so accurate that they are more likely to land a critical hit.
Point Blank
If two units are within 1 tile of each other but still protected by cover, they will gain a Point Blank bonus which will bypass many of the benefits of cover (even though they are technically not flanking).
Units at Point Blank will:
Bypass cover defense, bypass cover DR, and gain an crit bonus as if their target was exposed
This acts similar to if they were actually flanked. This does not, however, negate any perks or abilities that work when the target is protected by cover (as the target is still protected by cover).
Reaction Fire
Reaction fire is any shot that occurs when it is not that unit's turn (Eg: Overwatch).
Basic reaction fire has 2 properties different than normal fire:
It bypasses 50% of cover defense and 50% of cover damage resistance*
It cannot crit
* Note that this also lowers the impenetrable cover DR limit by half
Reaction fire will trigger when a unit acts (uses any ability or moves >1 tile) and the firing unit has a hit chance of 30 or higher. When the firing unit has a hit chance of less than 30 they will say something along the lines of not being able to target the enemy; aliens will display an exclamation mark (!) above their heads.
Certain actions are quick enough that they won't trigger reaction fire, this includes:
Hunker Down, Reload, Steady Weapon
Suppressive fire (from Suppression) will fire regardless of hit chance or action type.
Targets that trigger reaction fire when moving will be treated as uncovered.
Reaction fire can be upgraded with:

Reaction shots gain +10 aim and can critically hit.
Reaction fire will occur before the triggering unit has completed its action or movement. Units that take damage from reaction fire will have less stats when they go to complete their action. For example, using a psionic attack will have a lower hit chance if the unit took damage from a reaction shot and lost will due to red fog. However, hit chance of shots, target locations, and scatter are all calculated before any reaction fire and thus will not be affected by any damage taken before the action (unless, of course, the damage is fatal).
Reaction fire will not occur from or against units that are hidden (cloaked, ghosted, shadowed, stealthed, or hidden).
All reaction fire that damages a target has a chance to Stagger the target.
Units that are Dashing will gain a defense bonus against the reaction fire.
Red Fog
Damage to a unit's base HP causes Red Fog which:
Reduces mobility, aim, will, melee damage, throw range, and rocket accuracy by half the percent of base HP lost
The amount of each of the maluses are directly proportional to % base HP lost. Damage to a unit's armor HP has no effect on red fog.
The second wave option Just a Flesh Wound turns red fog off.
Note that base DR is reduced by armor HP loss and is not considered an effect of red fog and thus is not affected by abilities that minimize or circumvent red fog.
Reload
Grants full ammo to the active weapon. Does not trigger reaction fire.
Scamper
Both XCOM and Aliens have the ability to Scamper when they first see each other.
Alien Scamper
When an alien pod is revealed all the aliens in the pod will move to more ideal positions (e.g. moving to cover) and will sometimes activate a Deflection Shield.
When revealed, the alien pod can also be affected by 1 of 3 states: Prepared, Off Guard, and Unprepared. All 3 of these are supposed to emulate XCOM having less time or more time to act before the enemy does based on the state of the enemy when revealed.
Prepared
Aliens enter Overwatch on activation, gain Combat Readiness, and possibly other benefits.
The chance for Prepared depends on the number of activated aliens and the Difficulty:
| Chance for Prepared [chance with active aliens] | |
|---|---|
| Easy | 0% |
| Classic | 25% [0% for 1 alien active] [0% for 2 aliens active] |
| Brutal | 50% [20% for 1 alien active] [0% for 2 aliens active] |
| Impossible | 100% [40% for 1 alien active] [20% for 2 aliens active] |
| Pain | 100% [for 2 or less aliens active] |
Prepared aliens will overwatch and gain combat readiness on reveal less if XCOM has less total AP available.
Prepared aliens will not occur on the first turn of any mission.
Off Guard
Aliens start with no ammo (or, if they do not use ammo, disorientation)
Aliens in newly activated pods will be caught off guard if they make the total number of active aliens 9 or more (11 for larger missions). Each alien is checked for being Off Guard and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be caught off guard while others might not be.
Off Guard is intended to simulate the aliens unexpectedly bumping into XCOM.
Unprepared
Aliens skip their first turn (removed if damaged) and start with no ammo (or, if they do not use ammo, disorientation)
Aliens in newly activated pods will be unprepared if they make the total number of active aliens 12 or more (14 for larger missions). Each alien is checked for being Unprepared and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be unprepared while others might only be caught off guard.
Unprepared is supposed to simulate the aliens not only unexpecting to bump into XCOM, but also being not ready for any engagement.
XCOM Scamper
When an XCOM unit has completed their turn (0 AP remaining) and a new alien pod is revealed, that unit will receive the ability to Scamper: they can complete a 1AP move but cannot perform any actions. This can only occur once per unit each turn and only if the XCOM unit is not active (i.e. not overwatching, steadying a weapon, etc.).
Exceptions where XCOM units will not gain Scamper:
- Non-idle units
- Units that just used Run and Gun
- Units that are the last active soldier remaining
- The unit that activated the aliens (if it was done with a non-movement action)
Shred
Some weapons can Shred enemies. This means they will take extra damage from all regular sources.
Shred damage is calculated based off of damage dealt, not damage taken; so if a unit resists any damage through DR it does not affect the amount of shred applied.
Some plasma weapons can shred only specific types of enemies:
- Carapace Shredder (Plasma Rifle): shreds biological enemies with Hardened: Berserkers and Chryssalids.
- Ether Shredder (Plasma Reflex Cannon): shreds enemies with Distortion: Sectoid Commanders and Ethereals.
- Panzer Shredder (Plasma Battle Rifle): shreds grounded robotic enemies: Mechtoids and Sectopods.
- Aerial Shredder (Plasma Carbine): shreds flying-capable aliens.
Some explosives (AP Grenades, Javelin Rockets) have the Explosive Shredder perk which allows them to shred enemies at 2x the damage dealt as a percent of the target's max HP.
If a source would apply multiple levels of shred (e.g. a unit with Shredder and Ether Shredder), only the highest level will apply.
There are various perks that modify how shred is applied:

Primary weapon shots apply Shred equal to 30% (20% on suppressive fire) of the damage dealt as a percent of the target's max HP (which increases subsequent damage the target receives by the amount of Shred) for the remainder of the battle.
Smoke (In Smoke)
Smoke can be deployed by throwing a smoke grenade. The smoke grenade will fill designated tiles with smoke through 1 enemy turn. Any unit within a tile filled with smoke will receive the In Smoke effect. It is important to note that the area occupied by smoke is a 3 tile radius cardinally and 2 tile radius diagonally from the center, it is not a sphere and thus the targeting bubble can be misleading on the edges.
Smoke increases defense of units in the smoke by 30 and prevents bonus critical chances against them for being exposed. Smoke reduces the aim of units within the smoke by 10.
Both the aim and defense modifications of smoke apply to psionic abilities by modifying the affected unit's will when a psionic ability is being used. For example, a unit in regular smoke has +30 will for the purposes of defending against psionics and -10 hit chance for the purposes of attacking with psionics.
Smoke also has another important benefit: reaction shots will not trigger against units inside smoke.
In Smoke: -10 aim, +30 defense, prevents extra crit from exposed, and does not trigger reaction shots -- aim and defense affects psi as well
There are 2 upgrades to regular smoke:

Smoke grenades grant +25 aim and +15 crit. On detonation, if this unit is in the Area of Effect, they Enrage. Smoke grenades also passively heal 2 HP at the end of the turn. Only affects units that are breathing the smoke. Does not work in dense smoke.

Smoke grenades grant an additional +20 defense (+50 defense total -- defense affects psi as well). Using a smoke grenade costs 0 AP.
Stagger
All reaction fire that damages a target has a chance to Stagger the target equal to the percent of their Max Base HP they lost.
% Chance to Stagger = 100 x Base HP Lost / Max Base HP
Staggered units lose all remaining APs, their shots graze, and they cannot enter overwatch
Does not effect melee-only units (Chryssalids, Zombies, and Berserkers).
Steady Weapon
Steadying a weapon grants the following:
Double base aim, +15 pen, rocket range +20% and scatter -75%, reaction fire immunity, and halves the impenetrable cover DR limit
Steady is lost if unit acts, moves, is suppressed, is hit, or changes weapons. Steady is converted into Combat Readiness if unit can't see any enemies at the beginning or end of a turn.
Steady is only available if the unit can see an enemy.
Steadying a weapon does not trigger enemy reaction fire.
Stimmed
Units that use a Combat Stim on themselves will receive the Stimmed buff:
+2 regeneration, +2.0 mobility, +20 aim, +20 will, immunity to fatigued/exhausted; lasts through 4 enemy turns
Stun
The stun rifle can be used to attempt to Stun autopsied biologic aliens (except for chryssalids). Stunned aliens can be brought home in stored in Alien Containment facilities for interrogations.
The stun rifle will always hit but the chance to stun may be lower than 100%. The chance is higher if the target has less HP.
Targets at or below 4 HP will be Maimed if the stun fails.
Sublimator
Certain plasma weapons have the Sublimator capability which grants +20 pen vs units with the Hardened perk and deals triple damage to Plasma Shields.
Suppression
Targets that are hit with suppression will receive the Suppression effect:

Suppress [Pinned if protected by cover, suppressive fire if not, no reaction fire, -35 aim, -35% mobility/ability range] targets. Breaks with suppressive fire if the target acts. Requires 2 ammo, and uses the 2nd ammo if the suppression breaks with suppressive fire. 1 turn cooldown. [Suppressive Fire deals 40% standard shot damage]
At the start of their team's turn, Suppressed targets become Pinned if they are protected by cover, or take Suppressive Fire damage if they are not protected by cover.
If the target acts while under suppression the suppression will break with another round of Suppressive Fire. Certain actions such as steadying, reloading, hunkering down or skipping turn by gaining combat ready will prevent this damage.
Pinned means the unit will lose 1 AP.

Suppression damages enemies immediately with a round of suppressive fire. Suppressive Fire can cause bleeding.
Mayhem adds an additional instantaneous round of Suppressive Fire, meaning its possible to fire a total of 3 Suppressive fire barrages to a single uncovered target with 1 use of suppression.
Suppressive Fire
Suppressive Fire damage is equal to 40% of standard shot damage.
Even though Suppressive Fire will sometimes occur during the enemy turn, it is not a standard shot and thus it does not qualify as a reaction shot (so it will not stagger).
Units with the Mayhem perk can apply additional Suppressive Fire damage immediately when suppressing.

Suppression damages enemies immediately with a round of suppressive fire. Suppressive Fire can cause bleeding.
Units with the Danger Zone perk will apply Suppressive Fire to an area (at 50% damage) as well as the primary target (at 100% damage). This area damage occurs during mayhem suppressive fire and at the beginning of a unit's turn if they are suppressed and not in cover. The area damage does not apply to the suppressive fire that occurs when a unit breaks a suppression effect by acting: the first unit that acts will take the damage and suppression will break for the entire group afterwards.

Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target. Upgrades suppressive fire against airborne units to 60% standard shot damage.
Tactical Retreat
During most missions, officers you control you can press 'Z' to call Big Sky and ask him to perform a Tactical Retreat. If available, Big Sky will proceed to your location within 1-2 turns. At that time, everyone not within 8 tiles of the extraction beacon will become MIA.
Tactical Retreats are an effective method to withdraw critically wounded units and/or pull out after a mission is successful (e.g. after the bomb is defused).
Tactical Retreats are not available indoors, if a bomb is active, if exalt towers are active, or if a VIP is being rescued. They are also not available on the following missions: DLC missions, newfoundland mission, and base assaults/defenses.

