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Other Abilities (LWR): Difference between revisions

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Enraged soldiers can be identified because their AP pips will have turned red.
Enraged soldiers can be identified because their AP pips will have turned red.
==Exhausted and Fatigued==


== Fatigue ==
== Fatigue ==

Revision as of 20:01, 29 July 2020

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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

If a soldier on XCOM's team has died, all other non-SHIV members gain the ability to Enrage.

Chance to Enrage = 3% x # of dead XCOM x # of enemies in vision

An enraged soldier:

- Deals 50% more base damage

- Has a 50% chance for any action to cost 0 AP

- Is immune to triggering non-suppression reaction fire


Enraged soldiers can be identified because their AP pips will have turned red.

Fatigue

Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each their turns:

Status Effect Chance (Modified by Campaign Length) Notes
Fatigued 1 AP loss 3% per day of fatigue
Exhausted 2 AP loss 1% per day of fatigue Will not occur if an enemy is in sight

Fatigued

Hunkered

Panicked

Steady Weapon