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Other Abilities (LWR): Difference between revisions

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Created page with "Back To Main Page ==Combat Readiness== ==Enraged== ==Exhausted== ==Fatigued== ==Hunkered== ==Panicked== ==Steady Weapon=="
 
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==Combat Readiness==
==Combat Readiness==
When an XCOM unit ends the turn with an action point remaining it activates '''Combat Readiness'''. Combat readiness grants +10 aim and +5 def and lasts until the end of the unit's next turn.
Units with '''Awareness''' gain double the benefit from Combat Readiness: +20 aim and +10 def.
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.
Combat Readiness has no perk or ability associated with it, but you can tell which units have the buff because their base HP color turns a lighter shade.


==Enraged==
==Enraged==

Revision as of 19:14, 29 July 2020

Back To Main Page

Combat Readiness

When an XCOM unit ends the turn with an action point remaining it activates Combat Readiness. Combat readiness grants +10 aim and +5 def and lasts until the end of the unit's next turn.

Units with Awareness gain double the benefit from Combat Readiness: +20 aim and +10 def.

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.

Combat Readiness has no perk or ability associated with it, but you can tell which units have the buff because their base HP color turns a lighter shade.

Enraged

Exhausted

Fatigued

Hunkered

Panicked

Steady Weapon