Attributes (LWR)
Effects of Attributes
Aim
Determines a unit's ability to successfully land a hit on another unit. Hit chance is calculated as aim - defense + modifiers.
Mobility
Base soldiers start with an average of 15.3 tiles mobility.
Determines how many tiles a unit can move with 1 AP. Each point of mobility = 1 tile of movement. Units with 2 AP can dash (+20% movement) to move 240% of their mobility in tiles.
There is a cap on total movement in a single move of 39 tiles. This means someone with 20 or more mobility can move further with 2 single moves than a dash.
Hit Points
Increases the total HP units have on tactical mission. When HP reaches 0 the soldier may die or begin to Bleed Out. Can be further augmented with small items and armor (which grants Armor HP though, not more base HP).
Base HP can affect the attributes of MECs produced through augmentation.
Certain abilities are affected by how a soldier's base HP differs from the average values. The averages are:
- 6 HP for soldiers
- 10 HP for MECs
Base HP modifies throw range, rocket scatter, injury times, and bleed out chance:
- For each HP above/below average, throw range is increased/reduced by 2% [Biosoldiers only]
- For each HP above/below average, injury time is reduced/increased by 4%
- For each HP above/below average, scatter is reduced/increased by 8% [Biosoldiers only]
- The chance a soldier will bleed out instead of die is 10*(Base HP - Overkill Damage)% and cannot exceed 90%
Will
Increases the success rate and time taken to train psionically thereby increasing a psionic soldier's Psi Rank and unlocking new psionic skills.
Increases the hit chance of psionic abilities and the ability to avoid psionic abilities: Click Here for Details
Grants resistance to panic.
Base will also modifies fatigue times:
- For each base will above/below average (30), fatigue times are reduced/increased by 0.5%
Soldier Attributes
Soldiers have randomized starting attributes. However, the starting 12 soldiers will have preset, non-random attributes. Note that multiple Second Wave options exist that can change this. Strict Screening (#3) fixes the starting attributes at the averages of soldiers' typical ranges, and Fresh Recruits (#33) will replaces the starting 12 soldiers with randomly-generated ones.
range |
range |
range |
range | |
---|---|---|---|---|
Base Attributes | 4 - 8 | 60 - 70 | 20 - 55 | 14.6 - 16.0 |
All stats are determined with the mid stats being more common than the extremes. Additionally, aim has the mid stats even more common and will has the low stats more common.
Soldiers all have a Defense attribute of 0.
Attribute growth for soldier ranks occurs from post mission attribute gains. Each soldier has a chance to gain some bonus attributes at the end of each mission they participated in. Certain classes increase these chances to double or triple the normal progression.
MSGTs gain 100% more growth vs lower ranked soldiers.
Class | growth |
growth |
growth |
growth |
---|---|---|---|---|
Sniper | x1 | x3 | x1 | x1 |
Scout | x1 | x2 | x1 | x2 |
Infantry | x1 | x2 | x2 | x1 |
Assault | x1 | x1 | x1 | x3 |
Gunner | x2 | x2 | x1 | x1 |
Rocketeer | x2 | x1 | x2 | x1 |
Medic | x1 | x1 | x2 | x2 |
Engineer | x2 | x1 | x1 | x2 |
MEC Attributes
Augmenting (chopping) requires a soldier to be at least the rank of LCPL. It then resets their experience to 0 and their rank to SPEC.
Base Attributes | 10 | 65 | 30 | 19.3 |
When being augmented their stats are reset to 10 HP, 65 aim, 19.3 mobility and 30 will along with possible bonus stats based on their base HP and rank before conversion. For more information see: MEC Augmentation
Class | growth |
growth |
growth | |
---|---|---|---|---|
Jaeger | x1 | x2 | x1 | x2 |
Marauder | x2 | x1 | x1 | x2 |
Goliath | x3 | x1 | x1 | x1 |
Shogun | x2 | x2 | x1 | x1 |
New Recruits
Non-preset soldiers acquired later in the campaign gain a random amount of the following attributes for each month passed: +0.16 mob, +0.5 HP, +1 aim, +2 will. There is no cap on this growth, and it is chosen through double-randomization of those values (so the average will be 25% of each attribute).