Damage Modifiers (Apocalypse)
A unit's natural or worn armor which is resistant to, or susceptible to, certain effects or damage.
Ammunition damage effects are catergorised as technologically basic, as in Standard, or as advanced effects in Exotic, which are typically researched or invented technologies. Other damage types are also possible.
An ammunition type based on kinetic force which is applied to a very small spot from a long needle-shaped projectile onto a target allowing it to 'burrow' through the 'skin' (eg: protective armor-plate, vehicle body, carapace, etc.) of the target by the action of momentum.
An ammunition type based on producing a fast expanding pressure shockwave which damages anything nearby by concussive force.
An ammunition type based on a thick flammable liquid which is spread over a target by a weak explosive, then ignited to damage anything over short time.
An ammunition type based on light (photons) concentrated onto an extremely small spot on a target to inflict heat damage and eventual burn-through to 'cook' anything by extreme temperatures.
An ammunition type based on localised extreme heat to burn something so quickly that it etches away a target by 'evaporating' its molecular chemistry.
An alien energy type based on sub-atomic particles impacting a target to 'disassemble' its molecular chemistry.
Enzyme and Entropy
An alien corrosive chemical and toxic enzyme mix designed to dissolve metallic items and biological organisms by 'splashing' over a target when the ammunition breaks open from impact.
Anti-Alien Toxins and Anti-Alien Gas
An X-Com developed injectable or aerosolized liquid toxin designed specifically to kill the micronoid organism within the body's of all alien lifeforms. Advanced versions are more efficient.
A natural effect of fire or a purposely designed grenade to spread dense smoke to limit visiblity. Any unprotected unit within a thick cloud will very slowly be overcome and may fall unconscious.
A type of specific, non-lethal effect designed to incapacitate an entity without causing injury.
An effect of the battlescape only. It is either a heavy object (eg: building collapse) falling onto any unit underneath or any unit that has fallen from, or purposely jumped, off an elevated structure of some sort and has impacted the ground.
An entity which has been affected by any of the Damage Effects, listed above, will have a certain percentage rating on how well that unit resisted (low percentages), or how much extra (higher percentage) that unit was affected.
- A damage modifier will always start at 100% since most lifeforms are susceptible to some form of attack.
- X-Com armor can be mixed. A body part which is affected will be using that armor type. Explosives, being area effect will have different percentage values according to any mixed armors and will be calculated as one total to apply to a unit's decrease in health, if any.
Hybrids and Android are classed as Human.
Numbers are percentages:
Minimum = 0 (invunerable), Maximum = 200 (deadly).
- 100 or less = Resistant.
eg: a value of 40 is 'takes x0.4 damage'.
- 100 or more = Vunerable.
eg: a value of 175 is 'takes x1.75 damage'.
- 1 - Smoke, Stun Gas, Incendiary, Alien Gas, Toxin A/B/C will completely bypass any Personal Disruptor Shield.
- 2 - Used by the Stun Grapple only and blocked by a Personal Disruptor Shield.
Note: Psionic susceptibility, which is not mentioned in the chart, is calculated on a per-unit-attribute basis. Psi-Defense of the victim is the 'base
damage chance modifier' when an attempt in made for manipulation, whereas the projector's Psi-Skill influences the victim's real percentage chance (the cost of psi-energy is all the same for a type of projection and does not become more expensive the more resistant a victim). The duration (Psi-Energy) then only matters once the projection is successful.