Other Abilities (LWR)
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.
Fatigued and Exhausted
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 |
Hunkered
Any unit in cover can Hunker Down to increase their DR while protected by cover by 50%, double their cover-based defense, and reduce the hit chance of psionic attacks by 50%. The unit will lose all vision and end their turn.
Hunkered units will have their base HP color turn grey.
Panicked
Panicked units have an 80% chance to recover each turn.
Steady Weapon
Steadying a weapon increase a unit's aim and crit by 50 on its next shot/overwatch. It reduces rocket scatter by 50%. Steady is lost if unit moves, is hit, or changes weapons. Steady is converted into Combat Readiness (+10 aim, +5 def) if unit can't see any enemies at the beginning or end of a turn.
Steady is only available if unit can see an enemy and steadying a weapon does not trigger reaction fire.