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==In General==
==In General==


At the start of every turn, all XCOM and alien units are assigned 2 action points (APs). This is represented on XCOM soldiers as two arrows underneath their health bars.
At the start of every turn, all XCOM and alien units are assigned 2 action points (APs). This is represented on XCOM soldiers as two arrows beneath their health bars. When a soldier has only 1 AP left, they will have only one arrow beneath their health bar.


When a soldier has only 1 AP left, they will have only 1 arrow beneath their health bar.
If a soldier is [[Other_Abilities_(LWR)#Scamper|scampering]], they will only be able to move and not use other actions. This is represented by one arrow beneath their health bar and it will be colored white.
 
If a soldier is [[Other_Abilities_(LWR)#Scamper|scampering]], they will only be able to move and not use other actions. This is represented by 1 arrow beneath their health bar and it will be colored white.


== Using APs ==
== Using APs ==


All abilities in the game have the default cost of 2 AP (teal icon). However, units can use abilities that cost 2 AP even if they only have 1 AP left (so the player's APs get below zero). A unit's turn will end if their APs have reached 0 (or less). Thus, a unit can do a half-move (1 AP), and then fire (2 AP), before having their turn ended.  
All abilities in the game have the default cost of 2 AP (teal icon). However, units can use abilities that cost 2 AP even if they only have 1 AP left (so the unit's APs get below zero). A unit's turn will end if their APs have reached zero (or less). Thus, a unit can do a half-move (1 AP) and then fire (2 AP), before having their turn ended.  


Certain abilities perform an extra check and ''require'' the unit to have 2 AP before using them (e.g., [[Weapons_(LWR)#Sniper_Rifles|sniper rifles]] or dashing). Other abilities behave differently if the player has 2 AP left as opposed to 1 AP left (e.g., [[Abilities_List_(LWR)#Fire_Rocket|firing rockets]]).
Certain abilities perform an extra check and require the unit to have 2 AP before using them (e.g., [[Weapons_(LWR)#Sniper_Rifles|sniper rifles]] or dashing). Other abilities behave differently if the player has 2 AP left as opposed to 1 AP left (e.g., [[Abilities_List_(LWR)#Fire_Rocket|firing rockets]]).


A full-move (dash) costs 2 AP (yellow move) and a half-move costs 1 AP (blue move). Note that two blue moves don't let you reach as far as one yellow move, but the total cost is the same.
A full-move (dash) costs 2 AP (yellow move) and a half-move costs 1 AP (blue move). Note that two blue moves don't let you reach as far as one yellow move, but the total cost is the same.


Certain abilities cost only 1 AP (green icon) or 0 AP (purple icon). Just like 2 AP abilities, the 1 AP abilities only end a unit's turn if the unit's APs reach 0.
Certain abilities cost only 1 AP (green icon) or 0 AP (purple icon). Just like 2 AP abilities, the 1 AP abilities only end a unit's turn if the unit's APs reach 0.

Latest revision as of 17:41, 30 November 2025

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In General

At the start of every turn, all XCOM and alien units are assigned 2 action points (APs). This is represented on XCOM soldiers as two arrows beneath their health bars. When a soldier has only 1 AP left, they will have only one arrow beneath their health bar.

If a soldier is scampering, they will only be able to move and not use other actions. This is represented by one arrow beneath their health bar and it will be colored white.

Using APs

All abilities in the game have the default cost of 2 AP (teal icon). However, units can use abilities that cost 2 AP even if they only have 1 AP left (so the unit's APs get below zero). A unit's turn will end if their APs have reached zero (or less). Thus, a unit can do a half-move (1 AP) and then fire (2 AP), before having their turn ended.

Certain abilities perform an extra check and require the unit to have 2 AP before using them (e.g., sniper rifles or dashing). Other abilities behave differently if the player has 2 AP left as opposed to 1 AP left (e.g., firing rockets).

A full-move (dash) costs 2 AP (yellow move) and a half-move costs 1 AP (blue move). Note that two blue moves don't let you reach as far as one yellow move, but the total cost is the same.

Certain abilities cost only 1 AP (green icon) or 0 AP (purple icon). Just like 2 AP abilities, the 1 AP abilities only end a unit's turn if the unit's APs reach 0.