Difference between revisions of "Morale"

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Of the two attacks available to an alien or human using [[psionics]], panic attacks are more likely to succeed. A successful psionic panic attack immediately subtracts:
 
Of the two attacks available to an alien or human using [[psionics]], panic attacks are more likely to succeed. A successful psionic panic attack immediately subtracts:
 
     110 - [[Bravery]]
 
     110 - [[Bravery]]
points from your morale score. Thus if you are a towering hero (100 Bravery, the maximum possible), only 10 is subtracted; if you're a cowering worm (10 Bravery, the minimum possible), 100 is subtracted. For alien bravery stats, see [[Overviews of Aliens]].
+
points from your morale score. Thus if you are a towering hero (100 Bravery, the maximum possible), only 10 is subtracted; if you're a cowering worm (10 Bravery, the minimum possible), 100 is subtracted. For alien bravery stats, see [[Overviews of Aliens (UFO Defense)|Overviews of Aliens]].
  
 
Repeated attacks may be needed to bring morale below 50, at which point the target might panic. Typical reactions are berserking or running away. A berserk soldier will fire wildly at any available target, leaving them with no [[TU]]s and possibly some friendly fire incidents; a soldier who runs away will drop anything in their hands (weapons, live explosives) and then run in an often unsafe direction, leaving them with no TUs. Either way you can't control them this turn.
 
Repeated attacks may be needed to bring morale below 50, at which point the target might panic. Typical reactions are berserking or running away. A berserk soldier will fire wildly at any available target, leaving them with no [[TU]]s and possibly some friendly fire incidents; a soldier who runs away will drop anything in their hands (weapons, live explosives) and then run in an often unsafe direction, leaving them with no TUs. Either way you can't control them this turn.

Revision as of 19:06, 12 March 2006

Usually only relevant in bad situations, knowing how it works can thus be of help to a struggling X-COM commander.

Starting Values

Morale is fixed at 100 and is reset at the start of each mission.

Actions Affecting Morale

  • Own unit killed - squad loses 20 points, adjusted by bravery, leadership and rank of dead soldier
  • Own unit knocked unconscious - no effect on squad morale
  • Own unit hurt - no effect on squad morale, unit hurt loses ?? points
  • Friendly fire kill - squad loses normal amount, soldier loses 20 extra points adjusted only by leadership
  • Friendly fire hit - no effect beyond injury morale loss in the soldier hit
  • Alien hit/hurt - no effect on your morale
  • Alien killed - squad gains 10 points, adjusted by squad leadership, soldier gains 20 extra points adjusted by squad leadership
  • Panic/berserk - soldier gains 15 points flat

Bravery

Base morale loss when a comrade dies is modified by Bravery as follows:

Bravery  Morale loss
  10       -20
  20       -18
  30       -16
  40       -14
  50       -12
  60       -10
  70        -8

Officers

Officers help in two ways - they reduce morale loss from negative events, and they increase morale gained from positive events. Current best leadership bonus is always used - so if a colonel is killed, and the next best thing on the mission is a sergeant, morale loss from the colonel's death is reduced by 10%.

Morale loss is higher for an officer casualty, as seen below. Rookies, squaddies and tanks cause normal amounts.

          Leadership    Death morale
            bonus          loss
Sergeant     10%           x1.2
Captain      15%           x1.3
Colonel      20%           x1.5
Commander    35%           x1.75

Morale loss on personnel death equals:

 Base morale loss x (100% - Leadership bonus) = adjusted morale loss (drop fractions)
 Adjusted morale loss x Rank modifier = final morale loss (drop fractions)

Officer Tactics

Losing an officer (higher rank) has a greater effect on the whole squad's morale than losing a rookie. LZ's are notorious for ambushes and extreme risk. So logically, the two should never mix.

Using XCOMUTIL you can automatically have your officers exit the craft last, and rookies first.

Some people extend this tactic and keep the commanding officer in the Skyranger for the entire battle. They're safest there, and with a blaster launcher or mind-probe they can even provide some support. - see Rear Commander strategy note.

It works both ways. Targeting the alien officers first (eg. with a Blaster Bomb to the UFO bridge) will help create widespread panic among the aliens.

Panic Attacks

Of the two attacks available to an alien or human using psionics, panic attacks are more likely to succeed. A successful psionic panic attack immediately subtracts:

    110 - Bravery

points from your morale score. Thus if you are a towering hero (100 Bravery, the maximum possible), only 10 is subtracted; if you're a cowering worm (10 Bravery, the minimum possible), 100 is subtracted. For alien bravery stats, see Overviews of Aliens.

Repeated attacks may be needed to bring morale below 50, at which point the target might panic. Typical reactions are berserking or running away. A berserk soldier will fire wildly at any available target, leaving them with no TUs and possibly some friendly fire incidents; a soldier who runs away will drop anything in their hands (weapons, live explosives) and then run in an often unsafe direction, leaving them with no TUs. Either way you can't control them this turn.

Note: Berserk soldiers temporarily get over 200 TUs; as a result, they can fire off entire magazines before recovering.

General Panic Chance

If a soldier's morale drops below 50, there is a chance that he will panic or go berserk on the next turn.

Formula: 

% Panic Chance = 100 - (2 x Morale)

Example:

If a soldier has a Morale rating of 40, they have a 20% chance of panicking on the next turn.

Work by Hobbes at XcomUfo Forums

See Also