Difference between revisions of "Agents Stats (Apocalypse)"

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'''Itchy Trigger Fingers'''
 
'''Itchy Trigger Fingers'''
  
==Agent Attributes==
+
==Agents==
The population willing to defend Mega-Primus will offer their services to X-Com. They are an unlimited resource in the fight against the alien menace. All attributes/'''stat'''tistics can be improved. Active [[Combat Experience (Apocalypse)|combat]] is the best 'training' an agent can get but some stats cannot be improved unless a [[Training_Area_(Apocalypse)|Training Area]] is used. Strength is only increased with any agent spending time within this base facility.
+
The human, hybrid and android personel willing to defend Mega-Primus will offer their services to X-Com. They are an unlimited resource in the fight against the alien menace. Active [[Combat Experience (Apocalypse)|combat]] is the best training an agent can get but some stats cannot be improved unless a [[Training_Area_(Apocalypse)|Training Area]] or a [[Psi-Gym_(Apocalypse)|Psi-Gym]] is used. Only a few attributes cannot be increased.<br>
 +
<br>
 +
All X-Com agents have a maximum visual range of 24 cells, for detection of any alien lifeform irrelevant of its size.
  
 
===Chart Definitions===
 
===Chart Definitions===
All attributes will be within this range of values listed. Difficulty level does not influence these stats for X-Com units.<br>
+
All attributes will be within this range of values listed. Difficulty level does not influence these traits for X-Com units.<br>
'''Min''' and '''Max''' is the lower and upper limit of this trait for an agent within the hire pool.<br>
+
'''Max''' is the upper limit of this trait for any agent within the hire pool.<br>
'''Technical''' are professionals employees: Biochemists, Quantum Physicists, Engineers.<br>
+
'''Technical''' are professional employees: Biochemists, Quantum Physicists, Engineers.<br>
 
'''Security Station''' contains four turrets. These values are for one turret piece.<br>
 
'''Security Station''' contains four turrets. These values are for one turret piece.<br>
Note: Attributes cannot be increased in any fashion for Androids, Technical or Security Station.
+
* Attributes cannot be increased in any fashion for Androids, Technical or Security Station.
  
 
{| class = "wikitable"
 
{| class = "wikitable"
 
|-  
 
|-  
 
! Stat
 
! Stat
! Min. Value
 
 
! Max. Value
 
! Max. Value
 
! Agent: Human
 
! Agent: Human
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|-  
 
|-  
 
| Health
 
| Health
|
 
 
| 100
 
| 100
 
| 40-50
 
| 40-50
Line 32: Line 32:
 
|-  
 
|-  
 
| Accuracy
 
| Accuracy
|
 
 
| 96
 
| 96
 
| 15-35
 
| 15-35
Line 41: Line 40:
 
|-
 
|-
 
| Reactions
 
| Reactions
|
 
 
| 100
 
| 100
 
| 10-40
 
| 10-40
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|-
 
|-
 
| Speed
 
| Speed
|
 
 
| 100
 
| 100
 
| 70-85
 
| 70-85
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|-
 
|-
 
| Stamina  
 
| Stamina  
|
 
 
| 100
 
| 100
 
| 40-60
 
| 40-60
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|-
 
|-
 
| Bravery  
 
| Bravery  
|
 
 
| 100
 
| 100
 
| 20-70
 
| 20-70
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|-
 
|-
 
| Strength
 
| Strength
|
 
 
| 100
 
| 100
 
| 40-55
 
| 40-55
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|-
 
|-
 
| Psi Energy  
 
| Psi Energy  
|
 
 
| 100
 
| 100
 
| 5-20
 
| 5-20
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|-  
 
|-  
 
| Psi Skill
 
| Psi Skill
|
 
 
| 100
 
| 100
 
| 5-20
 
| 5-20
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|-
 
|-
 
| Psi Defense
 
| Psi Defense
|
 
 
| 99
 
| 99
 
| 15-30
 
| 15-30
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&dagger; Does not have an inventory. Some stats are irrelevant. ie: strength.
 
&dagger; Does not have an inventory. Some stats are irrelevant. ie: strength.
  
==Attribute Descriptions==
+
==Attributes==
Agents in combat work best when stats are uniform relevent to their other stats. Agents with very fast reactions are useless if they cannot accuracy shoot. Weak units can only use light weaponry since early armors are heavy and can be <s>sitting ducks</s> too slow when moving. A low stamina will limit an agent's travel speed by having to rest often. etc.<br>
+
Agents in combat work best when [[Unit_Stats_(Apocalypse)|their attributes]] complement each other. Agents with very fast reactions are useless if they cannot accurately shoot. Weak units can only use light weaponry since early armors are heavy and could be <s>sitting ducks</s> too slow when moving. A low stamina will limit an agent with high speed by having to rest often, negating their speed advantage. etc.<br>
All stats are given a simple rating for importance:<br>
+
All traits are given a simple <u>subjective</u> rating for importance:<br>
 
'''Low'''<br>
 
'''Low'''<br>
 
'''Medium'''<br>
 
'''Medium'''<br>
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===Health===
 
===Health===
'''Medium'''<br>
+
'''High or Low'''<br>
Health is ''vital''ity.<br>
+
Health is ''vital''ity. It is deathly important.<br>
It is more important is the early game but becomes irrelevant when exotic equipment shields a unit from damage. Obviously if health reaches zero, the entity dies. If fatal wounding is present, health decreases slowly (RT) or suffers a decrease depending on severity in (TB). A medikit only halts fatal wounds (blood loss). It does not restore health.<br>
+
Health is hit-points and if it reaches zero, death occurs. A high health rating will allow the agent to seek help for longer if fatally wounded and can tolerate stun effects longer before falling unconscious. If fatal [[Medi-Kit_(Apocalypse)|wounding]] is present, health decreases slowly (RT) or suffers a decrease depending on severity in (TB).
The higher the value for Health, the longer time delay (or harder it is) for an agent to become unconscious.
+
If using exotic [[Personal_Disruptor_Shield|technology]], high health will be of low importance.
  
 
===Accuracy===
 
===Accuracy===
 
'''Low''' (RT)<br>
 
'''Low''' (RT)<br>
 
'''Medium''' (TB)<br>
 
'''Medium''' (TB)<br>
Accuracy is the base value of an armed agent's ability to impact a target.<br>
+
Accuracy is the base value of an armed agent's ability to impact a target with an unguided projectile.<br>
Every weapon has its own accuracy rating. This is used in combination with an agent's accuracy stat to calculate a final value. Accuracy is easily increased with active combat - if the weapon hits a hostile, the agent's skill increases slightly at mission conclusion (escape or success).<br>
+
Every weapon has its own accuracy rating. This is used in combination with an agent's accuracy to calculate a final hit-percentage. Active combat will increase accuracy easily (as with reactions) - if the weapon hits a hostile, the agent's skill increases slightly at mission conclusion (escape or success).<br>
Throwing accuracy and strength determine if the projectile lands where designated whereas guided weapons ignore an agent's accuracy.
+
Throwing accuracy and Strength determine if the projectile lands where designated. Weapons which fire guided projectiles ignore an agent's accuracy.
  
 
===Reactions===
 
===Reactions===
'''High'''<br>
+
'''High''' (RT)<br>
 
'''Extreme''' (TB)<br>
 
'''Extreme''' (TB)<br>
Reactions determines how soon your agent sees an entity and how quickly they ready their weapon to fire.<br>
+
Reactions attribute determines how soon your agent sees an entity and how quickly they ready their weapon to fire.<br>
A fast, twitchy agent will attack sooner and possibly reduce the threat before it can return fire or get close enough for melee combat.  
+
A fast, twitchy agent will attack sooner and possibly reduce the threat before the hostile can return fire or get close enough for melee combat. Active combat will increase reactions easily (as with Accuracy).<br>
 +
Combat success in (TB) is heavily dependant on agents who are able to neutralise [[Brainsucker_(Apocalypse)|Brainsuckers]] quickly.
  
===Speed/Time Units===
+
===Speed===
This determines the agent's maximum movement speed (in Real-Time combat) or the number of time units available during Turn-Based Combat. A higher number is a faster/more capable agent. The actual speed/TUs can be decreased by carrying weapons and equipment (modified by the agent's Strength) so carrying too much gear slows your agent down, or encumberance.
+
'''Low''' (RT)<br>
 +
'''Medium''' (TB)<br>
 +
Speed is the ability of an agent to quickly traverse the battlescape and when moving to [[Take_Cover!|cover]].<br>
 +
Speed is decreased if any agent is overweight, which depends on their Strength and current Stamina.
 +
A critical difference in (TB) is that Speed converted into Time-Units. A high value is preferred.<br>
  
 
===Stamina===
 
===Stamina===
Agents consume stamina when running, and running out of it will force the agent to walk until they recover.
+
'''Medium'''<br>
 +
Stamina determines how long an agent can [[Controls_(Apocalypse)|run]]. It is the only common attribute which recharges (and [[Psionics_(Apocalypse)|Psi-Energy]]). Any entity which has depleted their store will be forced to walk. If stationary, stamina will [[Controls_(Apocalypse)|slowly recharge]] to full at maximum rate.
  
 
===Morale/Bravery===
 
===Morale/Bravery===
When fellow agents are killed or injuries are suffered an unit may lose morale and it will gain it when enemy units are killed. Higher bravery stats will soften the morale losses along with the presence of officers (but if they are killed it will mean higher morale losses).  
+
'''Low''' (RT)<br>
 
+
'''Medium''' (TB)<br>
If morale reaches a critical level (or zero), the agent panics. This goes both ways - it is possible for aliens and other human forces to panic if enough of their comrades are killed.
+
Morale is based on performance of X-Com units in battle. Bravery affects the amount of change morale will decrease when things are not progressing well (allied combat deaths or personal injury). If morale reaches a very low level, the agent increasingly has a chance to panic whereas good progress (hostile deaths) will recover morale - faster with braver units.<br>
 
+
An agent's [[Agents_Medals_(Apocalypse)|military rank]] influences negative outcomes. The higher the rank, the less it will affect morale of the unit and other agents on the battlefield.<br>
Higher ranking units are less affected by morale than lower ones.
+
A panicked agent can be avoided by moving away from them in (RT), but (TB) will limit the distance due to expired time-units each turn.<br>
 +
<!-- I'm not sure about this:
 +
A high bravery will affect the time needed for hostiles to successsfully Psi-Panic an agent.
 +
-->
  
 
===Strength===
 
===Strength===
This determines how strong the agent is, thusly impacting how much equipment they can carry and how fast they can travel. A higher strength is better.  Strength can ONLY be increased through training at a [[Training Area (Apocalypse)|training facility]].
+
'''High'''<br>
 +
Strength determines how strong an agent is. A strong agent may carry more equipment and throw further than a weaker one. An over-encumbered unit will be slower (Speed attribute) and will expend energy (Stamina attribute) faster.<br>
 +
A strong agent is preferred since strength can only be increased at a [[Training Area (Apocalypse)|training facility]].
  
 
===Psi-Energy===
 
===Psi-Energy===
Psi energy is used when making psionic attacks. It works somewhat like stamina - without psi energy, you can't make psionic attacks. [[Androids (Apocalypse)|Androids]] have 0 psi energy.
+
'''High'''<br>
 +
Only important if using psionic combat otherwise is of zero importance. Psi-Energy is used to initiate a projection and slowly recharges - higher is better.
  
===Psi-Skill===
+
===Psi-Attack===
Psi attack determines how strong your agent's psionic attacks are. The stronger they are, the more chance they have of overwhelming the target's Psi defense - but some aliens are completely immune to psionics. Androids have 0 psi attack.
+
'''High'''<br>
 +
Only important if using psionic combat otherwise is of zero importance. Psi Skill is the chance to make a successful projection - higher is better..
  
 
===Psi-Defense===
 
===Psi-Defense===
Psi defense indicates how resistant your agent is to psionic attack. The higher it is, the more chance the agent has of resisting psionic assault. Androids have 100 psi defense are are immune to any psionic manipulation.
+
'''Medium'''<br>
 +
Psi-Defense determines how resistant any unit is to psionic manipulation - higher is better. Psionic projections only work against human and hybrid agents, but is completely ineffectual against android units.
 +
 
 +
==Injury==
 +
An agent's injuries will influence their attributes negatively - the worse the suffering, the worse the decrease!<br>
 +
 
  
 
==See Also==
 
==See Also==
*[[Agents (Apocalypse)|Agents]]
+
* [[Agents (Apocalypse)|Agents]]
*[[Training (Apocalypse)|Training]]
+
* [[Unit_Stats_(Apocalypse)|Agent Attributes - In Depth]]
*[[Unit Stats (Apocalypse)|Unit Stats]]
+
* [[Agents_Medals_(Apocalypse)|Rank]]
 +
* [[Controls_(Apocalypse)|Attitude]]
 +
* [[Psionics_(Apocalypse)|Psionics]]
 +
* [[Facilities_(Apocalypse)|Facilities]]
 +
 
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]
[[Category: Agents (Apocalypse)]]
 

Latest revision as of 13:29, 28 November 2023

Itchy Trigger Fingers

Agents

The human, hybrid and android personel willing to defend Mega-Primus will offer their services to X-Com. They are an unlimited resource in the fight against the alien menace. Active combat is the best training an agent can get but some stats cannot be improved unless a Training Area or a Psi-Gym is used. Only a few attributes cannot be increased.

All X-Com agents have a maximum visual range of 24 cells, for detection of any alien lifeform irrelevant of its size.

Chart Definitions

All attributes will be within this range of values listed. Difficulty level does not influence these traits for X-Com units.
Max is the upper limit of this trait for any agent within the hire pool.
Technical are professional employees: Biochemists, Quantum Physicists, Engineers.
Security Station contains four turrets. These values are for one turret piece.

  • Attributes cannot be increased in any fashion for Androids, Technical or Security Station.
Stat Max. Value Agent: Human Agent: Hybrid Agent: Android Technical † Security Station †
Health 100 40-50 30-40 70-90 35-45 500
Accuracy 96 15-35 20-40 30-50 10-30 60
Reactions 100 10-40 15-45 15-40 5-25 44
Speed 100 70-85 60-75 60-80 50-65 60
Stamina 100 40-60 50-70 60-85 30-50 80
Bravery 100 20-70 20-50 60-100 10-50 0
Strength 100 40-55 30-40 55-85 20-40 10
Psi Energy 100 5-20 30-45 0 5-20 0
Psi Skill 100 5-20 25-40 0 5-20 0
Psi Defense 99 15-30 25-40 100 15-30 100

† Does not have an inventory. Some stats are irrelevant. ie: strength.

Attributes

Agents in combat work best when their attributes complement each other. Agents with very fast reactions are useless if they cannot accurately shoot. Weak units can only use light weaponry since early armors are heavy and could be sitting ducks too slow when moving. A low stamina will limit an agent with high speed by having to rest often, negating their speed advantage. etc.
All traits are given a simple subjective rating for importance:
Low
Medium
High
...and in what style of gameplay choosen if a difference is noted: Real-Time (RT) or Turn-Based (TB).

Health

High or Low
Health is vitality. It is deathly important.
Health is hit-points and if it reaches zero, death occurs. A high health rating will allow the agent to seek help for longer if fatally wounded and can tolerate stun effects longer before falling unconscious. If fatal wounding is present, health decreases slowly (RT) or suffers a decrease depending on severity in (TB). If using exotic technology, high health will be of low importance.

Accuracy

Low (RT)
Medium (TB)
Accuracy is the base value of an armed agent's ability to impact a target with an unguided projectile.
Every weapon has its own accuracy rating. This is used in combination with an agent's accuracy to calculate a final hit-percentage. Active combat will increase accuracy easily (as with reactions) - if the weapon hits a hostile, the agent's skill increases slightly at mission conclusion (escape or success).
Throwing accuracy and Strength determine if the projectile lands where designated. Weapons which fire guided projectiles ignore an agent's accuracy.

Reactions

High (RT)
Extreme (TB)
Reactions attribute determines how soon your agent sees an entity and how quickly they ready their weapon to fire.
A fast, twitchy agent will attack sooner and possibly reduce the threat before the hostile can return fire or get close enough for melee combat. Active combat will increase reactions easily (as with Accuracy).
Combat success in (TB) is heavily dependant on agents who are able to neutralise Brainsuckers quickly.

Speed

Low (RT)
Medium (TB)
Speed is the ability of an agent to quickly traverse the battlescape and when moving to cover.
Speed is decreased if any agent is overweight, which depends on their Strength and current Stamina. A critical difference in (TB) is that Speed converted into Time-Units. A high value is preferred.

Stamina

Medium
Stamina determines how long an agent can run. It is the only common attribute which recharges (and Psi-Energy). Any entity which has depleted their store will be forced to walk. If stationary, stamina will slowly recharge to full at maximum rate.

Morale/Bravery

Low (RT)
Medium (TB)
Morale is based on performance of X-Com units in battle. Bravery affects the amount of change morale will decrease when things are not progressing well (allied combat deaths or personal injury). If morale reaches a very low level, the agent increasingly has a chance to panic whereas good progress (hostile deaths) will recover morale - faster with braver units.
An agent's military rank influences negative outcomes. The higher the rank, the less it will affect morale of the unit and other agents on the battlefield.
A panicked agent can be avoided by moving away from them in (RT), but (TB) will limit the distance due to expired time-units each turn.

Strength

High
Strength determines how strong an agent is. A strong agent may carry more equipment and throw further than a weaker one. An over-encumbered unit will be slower (Speed attribute) and will expend energy (Stamina attribute) faster.
A strong agent is preferred since strength can only be increased at a training facility.

Psi-Energy

High
Only important if using psionic combat otherwise is of zero importance. Psi-Energy is used to initiate a projection and slowly recharges - higher is better.

Psi-Attack

High
Only important if using psionic combat otherwise is of zero importance. Psi Skill is the chance to make a successful projection - higher is better..

Psi-Defense

Medium
Psi-Defense determines how resistant any unit is to psionic manipulation - higher is better. Psionic projections only work against human and hybrid agents, but is completely ineffectual against android units.

Injury

An agent's injuries will influence their attributes negatively - the worse the suffering, the worse the decrease!


See Also