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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% weapon damage

- Has a 50% chance for any action to cost 0 AP

- Is immune to triggering non-suppression reaction fire

Enrage.png

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 or chance is <10%

Hunker Down

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.

Maim

All sidearms have the Maim ability: Fire 2 shots at -20 aim that deal 1 damage each. Any hits against a target with 1 HP will Maim the target instead of dealing damage. Any target that is Maimed will skip their next turn. Note that maim does not disable reactive abilities (e.g. Close Combat Specialist, Reactive Targeting Sensors, Overwatch).

Overwatch

Overwatches all units currently in Line of Sight: Triggers a reaction shot against any unit that was overwatched and that acts or moves >1 tile. Reaction shots ignore cover def and cannot crit. Overwatching does not trigger reaction fire.

Overwatch Indicators

The HUD icons for aliens will reveal who is overwatching you (a yellow target icon appears beside their alien head in the bottom right).

Aliens and XCOM will have a red eye icon above their soldier/pawn if they are on overwatch (The icon will blinking red/blue if your cursor is in a location the soldier/pawn can see and the soldier/pawn is on overwatch).

The AP pips (action point indicators) on your characters will be orange (danger of enemy reaction fire) if an enemy has you under their overwatch.

Panicked

Panicked units have an 80% chance to recover each turn. If they are going to recover, they will receive a popup saying they are regaining control; otherwise they will remain panicking.

Scamper

Both XCOM and Aliens have the ability to Scamper when they first see each other.

Alien Scamper

When an alien pod is first revealed all the aliens in the pod will move to more ideal positions (e.g. moving to cover) and will sometimes activate overwatch and/or a deflection shield.

XCOM Scamper

When an XCOM unit has completed his turn (0 AP remaining) and a new alien pod is revealed, that unit will receive the ability to scamper: it can complete 1 yellow move but cannot perform any actions. Note this can only occur once per unit 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.