Jump to content

Action Points(LWR): Difference between revisions

From UFOpaedia
Ucross (talk | contribs)
Ucross (talk | contribs)
No edit summary
Line 7: Line 7:
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 [[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.
If a soldier is [[Other_Abilities_(LWR)#Scamper|scampering]], they have only 1 AP that cannot be used to perform any actions (they can move or end their turn only). This is represented by 1 arrow beneath their health bar and it will be colored white.


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

Revision as of 13:35, 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 have only 1 AP that cannot be used to perform any actions (they can move or end their turn only). 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 cost 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. Certain abilities require the unit to have 2 AP to use (e.g. sniper rifles or dashing).

A full-move (dash) costs 2 AP (blue move) and a half-move which only costs 1 AP (yellow 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.