Action Points(LWR)

From UFOpaedia
Revision as of 15:04, 20 November 2020 by Man of Letters (talk | contribs) (Undo my "or less" in the case where it actually can't occur)
Jump to navigation Jump to search

Back To Main Page

In General

At the start of every turn, all XCOM and alien units are assigned 2 action points (APs). This is represented on XCOM soldiers as two blue arrows underneath their health bars.

When a soldier has only 1 AP left, they will have only 1 arrow beneath their health bar and it will be colored yellow.

If a soldier is scampering, they will only be able to move and not using any actions. This is represented by 1 arrow beneath their health bar and it will be colored white.

Using APs

All abilities in the game have the default cost of 2 AP (teal icon). However, units can use abilities that cost 2 AP even if they only have 1 AP left (so the player's APs get below zero). A unit's turn will end if their APs have reached 0 (or less). Thus, a unit can do a half-move (1 AP), and then fire (2 AP), before having their turn ended.

Certain abilities perform an extra check and require the unit to have 2 AP before using them (e.g., sniper rifles or dashing). Other abilities behave differently if the player has 2 AP left as opposed to 1 AP left (e.g., firing rockets or Double Tap).

A full-move (dash) costs 2 AP (blue move) and a half-move costs 1 AP (yellow move). Note that two yellow moves don't let you reach as far as one blue move, but the total cost is the same.

Certain abilities cost only 1 AP (green icon) or 0 AP (purple icon). Just like 2 AP abilities, the 1 AP abilities only end a unit's turn if the unit's APs reach 0.