Difference between revisions of "Flashbang Grenade (EU2012)"
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*Enemy units inside the blast radius suffer significant Aim and movement penalties during their next turn. | *Enemy units inside the blast radius suffer significant Aim and movement penalties during their next turn. | ||
*Robotic and advanced psionic enemies are immune. | *Robotic and advanced psionic enemies are immune. | ||
− | {{Ref Close | source = XCOM: Enemy | + | {{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}} |
'''Notes''' | '''Notes''' | ||
{{Item Data Box (EU2012) | {{Item Data Box (EU2012) | ||
|requires=[[Experimental Warfare (EU2012)|Experimental Warfare]] | |requires=[[Experimental Warfare (EU2012)|Experimental Warfare]] | ||
− | |costs=§35 | + | |costs=§35<br>5 Engineers |
|abilities/stats=See Description | |abilities/stats=See Description | ||
}} | }} |
Latest revision as of 03:25, 31 January 2014
Description |
Enemy units inside the blast radius suffer significant Aim and movement penalties during their next turn. Robotic and advanced psionic enemies are immune.
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Source: XCOM: Enemy Within DLC
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Notes
Research Required | Experimental Warfare |
Base Costs | §35 5 Engineers |
Abilities/Stats | See Description |
- Although the alien will have an Aim penalty it will still be able to shoot.
- The penalty is 50% movement and -50 points of Aim. While the alien may still be able to shoot, if you're in cover, it probably can't hit you.
- Units under the effect of a Flashbang Grenade show a distinctive tendency to suppress enemy units instead of attacking them outright.