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Created page with "Back To Main Page ==In General== At the start of every turn, all XCOM and alien units are assigned 2 action points (APs). This is represented on XCOM..."
 
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When a soldier has only 1 AP left, they will have only 1 arrow beneath their health bar and it will be colored yellow.
When a soldier has only 1 AP left, they will have only 1 arrow beneath their health bar and it will be colored yellow.


If a soldier is scampering, they will only be able to move and not using any actions. This is represented by 1 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 using any actions. This is represented by 1 arrow beneath their health bar and it will be colored white.


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

Revision as of 13:29, 20 November 2020

Back To Main Page

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 blue arrows underneath their health bars.

When a soldier has only 1 AP left, they will have only 1 arrow beneath their health bar and it will be colored yellow.

If a soldier is Scampering, they will only be able to move and not using any actions. This is represented by 1 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 2 AP even if they only have 1 AP left. 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.

Moving a unit a full-move will cost 2 AP (blue move). However, a unit can half-move which will only cost 1 AP (yellow move). If a unit has only 1 AP left, they will only be able to half-move.

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