Agents Stats (Apocalypse)

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Itchy Trigger Fingers

Agent Attributes

The human population, and others if not hostile, 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/statistics can be improved. Active combat is the best training an agent can get but some stats cannot be improved unless a Training Area is used. Strength is only increased with any agent spending time within this base facility.

Chart Definitions

All attributes will be within this range of values listed. Difficulty level does not influence these stats for X-Com units.
Min and Max is the lower and upper limit of this trait for an 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.
Note: Attributes cannot be increased in any fashion for Androids, Technical or Security Station.

Stat Min. Value 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.

Attribute Descriptions

Agents in combat work best when stats are uniform relevent to their other stats. 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 can 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 stats are given a simple subjective rating for importance:
...and in what style of gameplay choosen if a difference is noted: Real-Time (RT) or Turn-Based (TB).


Health is vitality. It is deathly important.
High health 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).
The higher the value, the longer an agent can tolerate stun effects before falling unconscious.


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 stat to calculate a final value. 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.


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).
Turn-Based combat success is heavily dependant on agents who are able to neutralise Brainsuckers quickly.


Low (RT)
High (TB)
Speed is the ability of an agent to traverse the battlescape and to quickly move to cover (based on Attitude) if using real-time mode.
A critical difference in turn based gameplay mode is that Speed converted into Time-Units. A high value is preferred.


Stamina attribute determines how long an agent can use Run for movement. It is the only common attribute which recharges (see Psi-Energy). Any entity which has depleted their store will be forced to walk. If stationary, stamina will slowly recharge to full.



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).

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.

Higher ranking units are less affected by morale than lower ones.


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 facility.


Psi energy is used when making psionic attacks. It works somewhat like stamina - without psi energy, you can't make psionic attacks. Androids have 0 psi energy.


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.


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.

See Also