Other Abilities (LWR)

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Accuracy Cap

All critical hit chances are capped at the current hit chance. This means that a soldier with 100 crit and a 1% chance to hit will only have a 1% chance to crit due to a -99 accuracy cap.

Bleed Out

XCOM soldiers and MECs uniquely will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and being to Bleed Out for 4-7 turns (turns can be increased with a respirator implant or the Secondary Heart gene mod).

The chance that a soldier bleed's out (instead of just dying) is equal to his base will (capped at 90%). A soldier with the Secondary Heart gene mod will always bleed out the first time each battle.

While Bleeding Out they can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 1 AP) by a medic with both a medikit and the Savior perk. If their Bleed Out timer expires the unit dies (note: this can trigger your squad mates to panic).

The Bleed Out Timer is normally invisible but is visible if the unit bleeding out has a respirator implant.

Combat Readiness

When an XCOM unit ends the turn with an action point remaining it activates Combat Readiness. Combat readiness grants +10 aim, +5 def, and -10% rocket scatter and lasts until the end of the unit's next turn.

Units with Awareness gain double the benefit from Combat Readiness: +20 aim, +10 def, and -20% rocket scatter.

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.

Dash

When a unit (alien or XCOM) spends both AP points to move at the same time (a 'yellow' move) this is called dashing and increases movement by 20% (40% with the sprinter perk). Thus, a unit that dashes will be able to cover 2.4x it's mobility in tiles.

Enraged

If multiple soldiers on XCOM's team have 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 Will not occur if Stimmed or Psi Inspired
Exhausted 2 AP loss 1% per day of fatigue Will not occur if an enemy is in sight or chance is <10%
Will not occur if Stimmed or Psi Inspired

Flight

Soldiers with the Archangel or Seraph armors and Hover SHIVs have the Flight ability and a set amount of fuel to power the ability.

Flight consumes 1 fuel per turn while active. Toggling flight on or moving also consumes a fuel.

Units that are flying have their mobility set to 8.1, regardless of what their mobility was on the ground.

Warning: If the pilot is still hovering at 0 fuel they will be forced to land (and may land in a bad location).

Grapple

Units with certain light armors gain the grapple ability. Using the Grapple costs 0 AP, avoids all reaction fire (including suppression), and can propel the soldier up to 15 tiles. Each armor only contains 1 grapple charge per battle.

Hack

This ability is available to all covert operatives. It allows them to Hack Exalt data relays. This ability requires 2 AP and will Hunker the covert operative as he/she hacks the relay. Once the Hack begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the Hack the covert operative will also recover sensitive Exalt information from the relay.

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 and have their reactive abilities disabled (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. The act going on overwatch does not trigger enemy 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 a characters will be orange (danger of enemy reaction fire) if an enemy has that character under their overwatch (or can perform another form of reaction fire against that character).

Panicked

All 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. A single panic will last a maximum of 4 turns.

Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking damage or seeing their squad mates take damage. Exalt will panic less than XCOM and have only a 30% chance of triggering a panic roll when one of their panic events triggers.

Exalt Chances to Panic:

  • 30% chance if they are hit for more than 30% of their remaining health (20 will test)
  • 30% chance if a squad mate in vision dies (20 will test)
  • 30% chance if a squad leader in vision dies (40 will test)

XCOM Chances to Panic:

  • They are hit for more than 30% of their remaining health (30 will test)
  • A squad mate in vision dies (30 will test)
  • A high level squad mate (>2 ranks) in vision dies (60 will test)
  • A squad mate in vision panics (0 will test)

Pin Point Accuracy

Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called Pinpoint Accuracy. It represents a soldier being so accurate that they are more likely to land a critical hit.

Scamper

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

Alien Scamper

When an alien pod is 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.

During the 1st, 2nd, and 3rd turn of each battle there is a 100%, 66%, and 33% chance (respectively) that an alien pod which is revealed will be caught Off Guard and will not be able to Scamper.

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.

Shaken

Every soldier that dies will Shaken the remaining soldiers, lowering their will by 15 for each death witnessed. Psi Inspiration can clear this effect.

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 acts, moves, is hit, or changes weapons. Steady is converted into Combat Readiness (+10 aim, +5 def, -10% rocket scatter) 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. Steady does not trigger reaction fire.