Difference between revisions of "Psionics"

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== Psionic Aliens ==
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'''In other languages: [[정신공격|한국어]].'''
[[Sectoid]] Leaders, [[Sectoid]] Commanders, and all [[Ethereal]]s, have Psionic abilities to create Panic (reduce [[Morale]]) or attempt [[Mind Control]]. Be very wary. Murphy's Law says the first soldier to succumb to Mind Control will be in the perfect position to shoot your squad in the back with a [[Rocket Launcher]].
 
  
If an alien spots any member of your squad, even the tank, during the alien turn, the squad is at risk of attack.  The weak soldiers will be targeted most often, and will likely be nicknamed "psi-puppets" by their teammates, if anyone survives. Any soldiers found to be psi-weak should be taken off the combat roster and given base-defense duty -- or just fired outright.
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Apart from fighting with firearms, an additional layer of complexity is added to combat in the form of '''Psionics''' where aliens can harass and disrupt their foes with their minds. Aliens' psionic abilities are used to create Panic (reduce [[Morale]]) or attempt [[Mind Control]] and force X-COM soldiers to turn on each other.  
  
== Countering psionic attacks and tactics: ==
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With the capture and interrogation of aliens capable of psionics, X-COM will also be able to use Psionics against the aliens.  
=== Re-assign. ===
 
The former doctrine on psionically attacked soldiers also applies to soldiers who have been psionically screened. Namely, soldiers weak in psi-strength or who have become victims of psionic attack should be sacked or re-assigned at the earliest opportunity for the safety of the rest of the squad. If retained on active duty they should never be knowingly sent on missions against psionic capable aliens.
 
Veteran soldiers who are psionically weak but otherwise worth keeping can be assigned to a secondary craft or interception base, strictly for use on missions against [[Muton]]s and other non-psionic aliens.
 
  
''[[User:JellyfishGreen|JellyfishGreen]]: I tried jotting down the names of the puppets as a reminder to fire them later, or use as decoys.''
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To learn how to use and counter Psionics or how to ways to screen soldiers for Psionics see: [[Psionic Strategies]]
  
''[[User:Covenant|Covenant]]: Another good way is to go right from the mission's conclusion to the soldier menu and add a symbol or word to their name so it is instantly recognizable who got mind controlled, and who successfully resisted.  Handy for picking subjects for psi-training before you know their strength levels.''
 
  
=== Disarm. ===
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== Molecular Control ==  
Some commanders forgo any chance of reaction fire, and have all soldiers drop their weapons at the end of the turn and pick them up on the next turn. Should any soldiers be mind-controlled in the intervening alien turn, at least they'll be unarmed.
 
  
=== Decoys. ===
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In X-Com [[TFTD|Terror From the Deep]], Psionics are also known as '''Molecular Control''' ('''M.C.'''). Except for the in-game flavour text, M.C. is identical to Psionics in all respects. Therefore, for the purpose of this article, all references to '''Psionics''' will also relate to '''M.C'''. Other TFTD term substitutions include:
Zombie's experimental results tell us the soldier with the lowest psi-strength  is '''always''' chosen as the victim in a psionic attack, even if he's out of line-of-sight of either enemy or ally. The game AI is skipping any LOS requirement. - Psi-puppet soldiers should NOT be used as alien hunters. Disarm them as soon as possible, preferentially '''before the mission'''.  
 
  
If such soldiers are deployed against psionic capable aliens, they may still have use in limited roles. Do not give them any weapons or grenades. Well, maybe smoke grenades.
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{| {{stdTable}} cellpadding="3" border="1"
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|- {{stdTable Sub_Heading}}
 +
! UFO
 +
! TFTD
 +
|-
 +
| Psionics/Psi
 +
| Molecular Control/M.C.  
 +
|-
 +
| Psionic Laboratory
 +
| M.C.-Lab
 +
|-
 +
| Mind Probe
 +
| M.C. Reader
 +
|-
 +
| Psi-Amp
 +
| M.C. Disruptor
 +
|}
  
# Unarmed medic or equipment operator. If controlled, they cannot injure other soldiers. If panicked, they'll drop the equipment.
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== Unlocking Psionics==
# Non-lethal weaponry. [[Stun Rod]]s or stun guns again prevent injury of other soldiers but the risk of control and loss of tactical advantage remains.
 
# '''Decoy'''. The unarmed soldier lets themself get mind-controlled rather than shot. If they are under mind control, the soldier will often be spared by the alien. Every mind-control attack on the "decoy" is one less attack on the rest of the squad and one more psionic alien kept busy. Note your other soldiers may shoot a controlled decoy on sight, and the aliens will shoot a panicked decoy on sight. An extremely risky tactic for the soldier but survival can be extended by blockading the decoy into a closet with other soldiers or tanks and turning your back to them.
 
# Launcher Operators. Simply a soldier with a launcher and no ammo. The soldier either stands on a pile of ammunition, or is handed the ammunition on demand in combat. Once the weapon is loaded, the round is immediately spent before the end of the turn. This way, if controlled, the soldier will have an empty weapon and thus be harmless. This allows the weak willed soldier to contribute somewhat to the fight whenever you regain control of them.
 
  
If there are two or more psionic aliens, you may need more decoys to keep them all busy.
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With the exception of the [[Mind Probe]], X-Com soldiers are initially not capable of using any Psionic abilities. To do so they must first gain some Psionic Skill by spending a month or longer training in a [[Psionic Laboratory]]. Once they have gained some Psionic Skill, they can start accessing their Psionic powers by using a [[Psi-Amp]].  
  
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== Psionic Aliens ==
  
''[[User:Stubbs|Stubbs]]: According to the Mind Control section of this wiki, XCOM operatives do not reaction fire at mind-controlled friendlies. Which is correct?''
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X-Com Enemy Unknown
 +
*[[Sectoid]] Leaders and Commanders
 +
* [[Ethereal]] - all ranks
  
=== Kill the puppetmaster. ===
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X-Com Terror From the Deep:
Find and kill the alien doing the mind control.  This will free those who were under its control.    The mind controller is frequently the highest-ranking alien you're facing, which means you'll likely need to penetrate the command center of the structure you're facing. 
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*[[Aquatoid]] Technicians, Navigators and Commanders
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*[[Gillman]] Commanders
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*[[Tasoth]] Squad Leaders
  
Remember that killing the aliens' ranking officers imposes a major morale penalty to the invaders, another bonus that shouldn't be underestimated.  Many commanders have seen a seemingly invincible, mind-controlling attack force reduced to panic in the instant their commander is shot down.  Even against Ethereals, all of which have psionic capability, this tactic is useful, since it will often buy you a round or two before other units start using Psionics and can panic even them.
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== Psionic Formulas ==
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The equations governing psionics are as follows:
  
=== Must... Fight... Harder...  DIE! ===
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  '''Attack Strength (AS)''' = (Psi Strength * Psi Skill / 50) - (''Distance'' / 2) + ''Random Number(0 to 55)''   
If you can force a very successful round of attacks, the morale penalty this imposes on the aliens may bring on panic, or at least enough disarray to bring a temporary stop to their psionic attacks.  Such a round also raises the morale of your own troops, which gives them a greater degree of psionic resistance.
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'''Defense Strength (DS)''' = Psi Strength + (Psi Skill / 5 ) + ''Difficulty''  
 +
   
 +
    If '''AS''' > '''DS''' then psi attack is successful  
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    Where:
 +
      ''Distance'' is the number of tiles between the attacker and defender.
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      ''Random Number'' is a dice roll that produces a value between 0 and 55
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      ''Difficulty'' represents the difficulty of the attack mode. Mind Control = 30, Panic = 10
  
=== Roll with it. ===
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The final Attack Strength is compared against the final Defense Strength. If the Attack Strength exceeds Defense Strength, then the Psionic attempt is successful.  
Kamikaze tactics have also been used but cannot be recommended here.
 
  
HWP's can continue to be used in all roles against psionic capable forces as they are immune.
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The ''Distance'' between the attacked and defender adds a penalty to the Attack Strength at a rate of 1 for every 2 tiles. This means that soldiers that were otherwise able to resist psi attacks may become more vulnerable as they get closer to the alien launching the attacks. Conversely, the efficacy of the Psionic attacks worsen as more distance is put between the attacker and defender.  
  
Heavy Support Weaponry ([[Blaster Launcher]]s, [[Rocket Launcher]]s) should only be assigned to soldiers with high psionic strength to prevent its counteruse.
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The ''Random Number'' roll introduces the element of chance into the attack. The random roll gives the weak or moderate Psionic user a chance to break through the defences that are of a similar or slightly higher Strength than the attacker.  
  
If all forces are equipped with [[Power Suit]], which is proof against light ballistic weaponry, standard rifles and pistols can be freely issued with little risk of lethality even if counterused. Note [[Ethereal]]s are less affected by these weapons than [[Sectoid]]s. For them, we recommend the [[Auto-Cannon]]/HE.
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These formulas differ slightly from the ones that appear in the [[Links#X-COM:_General|Official Strategy Guide]], but have been discovered through testing and code digs into the game executables. They are believed to be correct.
  
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For an in-depth exploration of the psionic equations, including minimally and maximally effective soldier psi values versus the various aliens in the game, see [[Psionic Equations]].
  
''- JFG, with credits to the adventurous NKF-sensei whose field reports I freely draw from. --[[User:JellyfishGreen|JellyfishGreen]] 14:50, 19 Apr 2005 (BST)''
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== Alien Psionics Targeting ==
  
''-Jasonred: In fact, you can safely issue them [[Laser Pistol]]s if you're all armed with Flying Suits, possibly Powered Armor is enough. And as duly noted, Laser Weapons are Not Too Shabby.''
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If any of your squad members, even a [[HWP]], is visible to any alien during the Alien Turn, every member of your squad is at risk of attack from any psionic aliens, regardless of whether the spotter is psionic.
  
''-[[User:MikeTheRed|MikeTheRed]]: In my experience, laser pistols <b>can</b> hurt you in flying suits. Specifically, if you're shot in the back. So they are great for "firing squads" (all your guys facing MC'd aliens), but not when aliens might MC you. (And don't turn your back when doing a firing squad!)''
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It should be noted that once you pass Turn 20, or if there are only 1 or 2 aliens left on the map, all of your squad members and their locations are revealed to the AI.  This means you can expect a steady stream of psionic attacks after that turn if any of the remaining aliens are capable of Psionic attack.
  
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== Summary of Alien Psionic Attack Strength ==
  
''-[[User:NKF|NKF]]: " Just to add to this, a laser pistol, with 46 laser, does between 0 - 92 damage (See: [[Damage]]). Therefore, only your front plates will be truly invulnerable to laser pistol damage. On the other hand, you have a chance of being damaged from pretty much ''every other direction'', and you cannot always guarantee that you'll be facing your attacker at all times.<br><br>The only real consolation is that laser pistols won't kill you outright for each hit, but lots of little hits can indeed build up to a lot of damage. I'd much rather recommend an autocannon/HE or the standard pistols/rifles for this exercise. Direct hits from the ACHE can probably cause a tiny amount of damage, but the ammo will not be unlimited like the laser pistol, and the autocannon is also the slowest burst weapon in the game, despite its name, which gives you time to get away and seek cover. Another bonus is that it works a lot better on superhuman ethereals than the pistol/rifle! " ''
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'''Figures are for Beginner level - Superhuman level'''
  
== Psionic Soldiers ==
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Fractional portion (if any) is rounded off.
  
You won't know exactly what your soldiers' psionic resistance or skills are until you build a [[Psionic Laboratory|Psi Lab]] and run them through a screening process (in batches of 10). Soldiers with a high [[Psionic Strength]] (80 or higher) should be trained further and kept in the "rear guard" during combat. Do ''not'' use them as scouts, or front line troops -- they will soon become your most valuable soldiers.
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'''Sectoid Leader:'''     50 - 67
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  '''Sectoid Commander:''' 60 - 80
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'''Ethereal Soldier:'''  40 - 53
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  '''Ethereal Leader:'''    54 - 71
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'''Ethereal Commander:''' 65 - 87
  
After a month or two of Psi training, your best soldiers will be able to mind-control weaker aliens, such as [[Muton]]sYour soldiers' Psi Skill can be increased very quickly by equipping them with [[Psi-Amp]]s, leaving them in the [[Skyranger]], and having them attempt to panic units every chance they getSee [[Experience Training#Psionic Skill training]] for more details.
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Given the formulas above, this means your soldiers need a psionic Defense Strength of 131 to be completely immune to a psi panic attack from a Superhuman Ethereal Commander, and a Defense of 111 to be immune to Mind Control attacksA Defense Strength of 131 can only be achieved with very high Psi Strength ''and'' Skill (100 PStr + 155 PSk; 90 PStr + 205 PSk; etc.).  However, aliens are typically going to be 10 or more squares distant from your troops, and if you give your troops extensive [[Bravery#Improvement|Bravery training]], panic attacks become far less effectiveTherefore, a Defense Strength of 100 plus Bravery at 80+ is generally sufficient to shrug off nearly all psionic attacks; this can be achieved by soldiers with a Psi Strength of 80 + Skill of 100, or even soldiers with 95-100 Psi Strength and little to no psi training.
  
===My New Pet Alien===
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The best defense is a good offense, however; by the time you have such high-level Psi troops, you will probably be able to mind-control nearly any unit on the map long before they can even spot you (see [[ExploitsB#Exponential_Mind_Control|Exponential Mind Control]]).
Some skilled psionic operators have had success with simply attempting control of every alien encountered and disarming them, then using the controlled alien as a scout to find more aliens, then controlling the newly discovered alien as a new scout and leaving the old one for a mop-up squad, repeat process as TU's permit. Once you start taking control of aliens that are psionic ''themselves'', this has a certain '''avalanche effect''' as you can spend the alien's TU's on mind control as well. As noted in [[ExploitsB#Exponential_Mind_Control|Exploits]] you '''do''' have to throw them a spare Psi-Amp to take advantage of this.
 
  
Easiest actions with a controlled unit are movement and firing or dropping the held weapon. It is possible but tricky to do more (see [[Known Bugs#Alien Inventory Trick|Alien Inventory Trick]].)  Disarmed aliens make for excellent [[Experience Training]] fodder.
 
  
Remember aliens will revert to alien control unless re-aquired on the next turn.
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== Summary of Alien Psionic Resistance ==
  
Oddities: [[Large units]]; [[Gaining permanent control of a Chryssalid/Tentaculat]]
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'''Figures are for (any rank)/Leader/Commander, Beginner level - Superhuman level'''
  
== Psionic Formulas ==
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Fractional portion (if any) is rounded off.
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Grouped according to species, in order of increasing psi defence:
  
The equations governing psionics are as follows:
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'''Muton:'''      25 - 29
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'''Celatid:'''    60 - 69
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'''Silacoid:'''  80 - 92
  
  '''Attack Strength (AS)''' = INT( Psi Strength * Psi Skill / 50 )        ''Attacker stats
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  '''Reaper:'''    35 - 40
  '''Defense Strength (DS)''' = INT( Psi Strength + ( Psi Skill / 5 ) )     ''Defender stats
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  '''Floater:'''   35/40/45 - 40/46/52
   
 
  '''Attack Success (A%)''' = 100/56 * ( Constant + AS - DS - Distance )
 
 
                ''where''
 
              Constant = '''25''' for Mind Control
 
                        '''45''' for Panic
 
  
Attack Chance (A%) is a number (0 to 100), not an actual percent (0.00 to 1.00). Values less than 0 mean guaranteed failure, and greater than 100 mean guaranteed success.
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'''Snakeman:'''  40/45/50 - 46/52/58
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'''Chryssalid:''' 50 - 58
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'''Zombie:'''    80 (all Zombies have Beginner-level stats)
  
These formulas differ slightly from the ones that appear in the [[Links#X-COM:_General|Official Strategy Guide]], but have been discovered through testing and are believed to be correct.
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'''Sectoid:'''    40/60/62 - 46/70/72
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'''Cyberdisc:'''  100 - 116
  
The further away a target is from its attacker, the lower the chance an attack will succeed. Distance follows the "walking TUs" method, where a distance 10 tiles directly lateral equals 10 in the equation, but diagonal distances are more. For example, 10 tiles away on a pure diagonal is considered to be 15 tiles away; see [[Explosions#Distance_From_Ground_Zero|this]] for more on Walking TUs distance. The distance factor means that beyond a certain point, aliens can only panic certain units, not mind-control them.
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  '''Ethereal:'''  58/69/75 - 67/79/89
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'''Sectopod:'''  100 - 116
  
Overall, it's clear that [[Psionic Strength]] plays the greatest factor in defense, and that Panic Attacks are more likely to succeed. But Mind Control is much more... useful.
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A soldier with 80 Psi Strength & Skill can Mind Control even a Superhuman Sectopod 20 squares distant about 30% of the time; a soldier with 90 Str and 100 Skill will succeed 100% of the time at that distance.
 +
Each unit of distance between the target and attacker will increase the difficulty by almost 1.8% (or, if nearer, decrease it).
  
For an in-depth exploration of the psionic equations, including minimally and maximally effective soldier psi values versus the various aliens in the game, see [[Psionic Equations]].
 
  
 
== Walk-through for a Psi Attack ==
 
== Walk-through for a Psi Attack ==
Line 107: Line 132:
 
Nothing else matters - the target's current [[Morale]] or [[Bravery]], etc., do not affect the chance of a successful psi attack. The Psionic Formula alone determines the chance. It is described briefly above, and in much greater depth [[Psionic_Equations|here]].
 
Nothing else matters - the target's current [[Morale]] or [[Bravery]], etc., do not affect the chance of a successful psi attack. The Psionic Formula alone determines the chance. It is described briefly above, and in much greater depth [[Psionic_Equations|here]].
  
If the attack is successful, the soldier gets 3 [[Experience]] points added to the counter that determines how much Psi Skill might [[Psi_Skill#Improvement|improve]] when the mission ends. If the attack fails, they only get 1 point added to the counter. This is the only result of failed attempts; the target is not affected in any way by a failed attempt (but the attacker just ate some TUs, of course).
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If the attack is successful, the soldier gets 3 [[Experience]] points added to the counter that determines how much Psi Skill might [[Psionic Skill#Improvement|improve]] when the mission ends. If the attack fails, they only get 1 point added to the counter. This is the only result of failed attempts; the target is not affected in any way by a failed attempt (but the attacker just ate some TUs, of course).
  
 
Past the fact that different soldiers are likely to have different attack skills and distances to a target, it does not matter if one soldier performs a number of attacks, or many soldiers perform one attack. Each attack is simply one attack, and each attack gives experience even if the target is already panicked to 0 Morale.
 
Past the fact that different soldiers are likely to have different attack skills and distances to a target, it does not matter if one soldier performs a number of attacks, or many soldiers perform one attack. Each attack is simply one attack, and each attack gives experience even if the target is already panicked to 0 Morale.
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** 100: Cryssalid, Silacoid
 
** 100: Cryssalid, Silacoid
 
** 110: Cyberdisc, Sectopod ''(although you can "successfully" panic attack an alien robot, as shown by the experience counter, it can't actually affect them!)''
 
** 110: Cyberdisc, Sectopod ''(although you can "successfully" panic attack an alien robot, as shown by the experience counter, it can't actually affect them!)''
* While 30 Morale may not seem like a lot (and 80 Bravery may seem high), remember that the chance of a successful attack is based mainly on the target's [[Psionic Strength]]; Bravery is not involved at all. And, as the psionic formula shows, it is easier to panic a target than to MC it... panic has a 20% higher chance, due to the difference in the formula's constants.
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* While 30 Morale may not seem like a lot (and 80 Bravery may seem high), remember that the chance of a successful attack is based mainly on the target's [[Psionic Strength]]; Bravery is not involved at all. And, as the psionic formula shows, it is MUCH easier to panic a target than to MC it... panic has a +35.7% higher chance, due to the difference in the formula's constants.
 
* The amount subtracted from Morale is not subject to chance or variability, for a given target. It is always exactly 110 - Bravery. The variability comes from whether the attack was successful (above), and whether the demoralized target misses its panic roll (below).
 
* The amount subtracted from Morale is not subject to chance or variability, for a given target. It is always exactly 110 - Bravery. The variability comes from whether the attack was successful (above), and whether the demoralized target misses its panic roll (below).
  
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* Anyone interested in more details on the chance of being successfully psi attacked by aliens should see [[Psionic_Equations#Aliens_Vs._X-COM]].
 
* Anyone interested in more details on the chance of being successfully psi attacked by aliens should see [[Psionic_Equations#Aliens_Vs._X-COM]].
  
== Summary of Alien Psionic Resistance ==
 
 
'''Figures are for (any rank)/Leader/Commander, Beginner level - Superhuman level'''
 
 
Fractional portion (if any) is rounded off.
 
 
'''Floater:'''    35/40/45 - 40/46/52
 
'''Snakeman:'''  40/45/50 - 46/52/58
 
'''Sectoid:'''    40/60/62 - 46/70/72
 
'''Ethereal:'''  58/69/75 - 67/79/89
 
'''Muton:'''      25 - 29
 
'''Reaper:'''    35 - 40
 
'''Chryssalid:''' 50 - 58
 
'''Celatid:'''    60 - 69
 
'''Silacoid:'''  80 - 92
 
'''Zombie:'''    80 (all Zombies have Beginner-level stats)
 
'''Cyberdisc:'''  100 - 116
 
'''Sectopod:'''  100 - 116
 
 
A soldier with 80 Psi Strength & Skill can Mind Control even a Superhuman Sectopod 20 squares distant about 30% of the time; a soldier with 90 Str and 100 Skill will succeed 100% of the time at that distance.  Each unit of distance between the target and attacker will increase the difficulty by about 1.8% (or, if nearer, decrease it).
 
 
== Summary of Alien Psionic Attack Strength ==
 
  
'''Figures are for Beginner level - Superhuman level'''
 
 
Fractional portion (if any) is rounded off.
 
 
'''Sectoid Leader:'''    50 - 67
 
'''Sectoid Commander:'''  60 - 80
 
'''Ethereal Soldier:'''  40 - 53
 
'''Ethereal Leader:'''    54 - 71
 
'''Ethereal Commander:''' 65 - 87
 
 
Given the formulas above, this means your soldiers need a psionic Defense Strength of 131 to be completely immune to a psi panic attack from a Superhuman Ethereal Commander, and a Defense of 111 to be immune to Mind Control attacks.  A Defense Strength of 131 can only be achieved with very high Psi Strength ''and'' Skill (100 PStr + 155 PSk; 90 PStr + 205 PSk; etc.).  However, aliens are typically going to be 10 or more squares distant from your troops, and if you give your troops extensive [[Bravery#Improvement|Bravery training]], panic attacks become far less effective.  Therefore, a Defense Strength of 100 plus Bravery at 80+ is generally sufficient to shrug off nearly all psionic attacks; this can be achieved by soldiers with a Psi Strength of 80 + Skill of 100, or even soldiers with 95-100 Psi Strength and little to no psi training.
 
 
The best defense is a good offense, however; by the time you have such high-level Psi troops, you will probably be able to mind-control nearly any unit on the map long before they can even spot you (see [[ExploitsB#Exponential_Mind_Control|Exponential Mind Control]]).
 
 
== Alien Psionics Targeting ==
 
 
If any of your squad members, even a [[HWP]], is visible to any alien during the Alien Turn, every member of your squad is at risk of attack from any psionic aliens, regardless of whether the spotter is psionic.  It should be noted that once you pass Turn 20, all of your squad members and their locations are revealed to the AI.  This means you can expect a steady stream of psionic attacks after that turn.  Your soldiers are also revealed to the AI if there are only two or less units under permanent Alien control.
 
  
 
==See Also==
 
==See Also==
 
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*[[Psionic Strategies]]
 
*[[Field Manual: Psionics]]
 
*[[Field Manual: Psionics]]
 
*[[Psionic Laboratory|Psi-Lab]]
 
*[[Psionic Laboratory|Psi-Lab]]
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[[Category:Soldiers]]
 
[[Category:Soldiers]]
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[[Category:Enemy Unknown/UFO Defense]]

Latest revision as of 19:20, 25 May 2020

In other languages: 한국어.

Apart from fighting with firearms, an additional layer of complexity is added to combat in the form of Psionics where aliens can harass and disrupt their foes with their minds. Aliens' psionic abilities are used to create Panic (reduce Morale) or attempt Mind Control and force X-COM soldiers to turn on each other.

With the capture and interrogation of aliens capable of psionics, X-COM will also be able to use Psionics against the aliens.

To learn how to use and counter Psionics or how to ways to screen soldiers for Psionics see: Psionic Strategies


Molecular Control

In X-Com Terror From the Deep, Psionics are also known as Molecular Control (M.C.). Except for the in-game flavour text, M.C. is identical to Psionics in all respects. Therefore, for the purpose of this article, all references to Psionics will also relate to M.C. Other TFTD term substitutions include:

UFO TFTD
Psionics/Psi Molecular Control/M.C.
Psionic Laboratory M.C.-Lab
Mind Probe M.C. Reader
Psi-Amp M.C. Disruptor

Unlocking Psionics

With the exception of the Mind Probe, X-Com soldiers are initially not capable of using any Psionic abilities. To do so they must first gain some Psionic Skill by spending a month or longer training in a Psionic Laboratory. Once they have gained some Psionic Skill, they can start accessing their Psionic powers by using a Psi-Amp.

Psionic Aliens

X-Com Enemy Unknown

X-Com Terror From the Deep:

Psionic Formulas

The equations governing psionics are as follows:

 Attack Strength (AS) = (Psi Strength * Psi Skill / 50) - (Distance / 2) + Random Number(0 to 55)    
Defense Strength (DS) = Psi Strength + (Psi Skill / 5 ) + Difficulty  

   If AS > DS then psi attack is successful 
   
   Where: 
      Distance is the number of tiles between the attacker and defender. 
      Random Number is a dice roll that produces a value between 0 and 55
      Difficulty represents the difficulty of the attack mode. Mind Control = 30, Panic = 10

The final Attack Strength is compared against the final Defense Strength. If the Attack Strength exceeds Defense Strength, then the Psionic attempt is successful.

The Distance between the attacked and defender adds a penalty to the Attack Strength at a rate of 1 for every 2 tiles. This means that soldiers that were otherwise able to resist psi attacks may become more vulnerable as they get closer to the alien launching the attacks. Conversely, the efficacy of the Psionic attacks worsen as more distance is put between the attacker and defender.

The Random Number roll introduces the element of chance into the attack. The random roll gives the weak or moderate Psionic user a chance to break through the defences that are of a similar or slightly higher Strength than the attacker.

These formulas differ slightly from the ones that appear in the Official Strategy Guide, but have been discovered through testing and code digs into the game executables. They are believed to be correct.

For an in-depth exploration of the psionic equations, including minimally and maximally effective soldier psi values versus the various aliens in the game, see Psionic Equations.

Alien Psionics Targeting

If any of your squad members, even a HWP, is visible to any alien during the Alien Turn, every member of your squad is at risk of attack from any psionic aliens, regardless of whether the spotter is psionic.

It should be noted that once you pass Turn 20, or if there are only 1 or 2 aliens left on the map, all of your squad members and their locations are revealed to the AI. This means you can expect a steady stream of psionic attacks after that turn if any of the remaining aliens are capable of Psionic attack.

Summary of Alien Psionic Attack Strength

Figures are for Beginner level - Superhuman level

Fractional portion (if any) is rounded off.

Sectoid Leader:     50 - 67
Sectoid Commander:  60 - 80
Ethereal Soldier:   40 - 53
Ethereal Leader:    54 - 71
Ethereal Commander: 65 - 87

Given the formulas above, this means your soldiers need a psionic Defense Strength of 131 to be completely immune to a psi panic attack from a Superhuman Ethereal Commander, and a Defense of 111 to be immune to Mind Control attacks. A Defense Strength of 131 can only be achieved with very high Psi Strength and Skill (100 PStr + 155 PSk; 90 PStr + 205 PSk; etc.). However, aliens are typically going to be 10 or more squares distant from your troops, and if you give your troops extensive Bravery training, panic attacks become far less effective. Therefore, a Defense Strength of 100 plus Bravery at 80+ is generally sufficient to shrug off nearly all psionic attacks; this can be achieved by soldiers with a Psi Strength of 80 + Skill of 100, or even soldiers with 95-100 Psi Strength and little to no psi training.

The best defense is a good offense, however; by the time you have such high-level Psi troops, you will probably be able to mind-control nearly any unit on the map long before they can even spot you (see Exponential Mind Control).


Summary of Alien Psionic Resistance

Figures are for (any rank)/Leader/Commander, Beginner level - Superhuman level

Fractional portion (if any) is rounded off.

Grouped according to species, in order of increasing psi defence:

Muton:      25 - 29
Celatid:    60 - 69
Silacoid:   80 - 92
Reaper:     35 - 40
Floater:    35/40/45 - 40/46/52
Snakeman:   40/45/50 - 46/52/58
Chryssalid: 50 - 58
Zombie:     80 (all Zombies have Beginner-level stats)
Sectoid:    40/60/62 - 46/70/72
Cyberdisc:  100 - 116
Ethereal:   58/69/75 - 67/79/89
Sectopod:   100 - 116

A soldier with 80 Psi Strength & Skill can Mind Control even a Superhuman Sectopod 20 squares distant about 30% of the time; a soldier with 90 Str and 100 Skill will succeed 100% of the time at that distance. Each unit of distance between the target and attacker will increase the difficulty by almost 1.8% (or, if nearer, decrease it).


Walk-through for a Psi Attack

A number of factors affect the results you might see, especially for panic attacks. Here's a walk-through to make everything clear.


For the Psi Attack itself, only these factors matter:

  • The Psi Attack Strength of the attacker; both Psi Strength and Psi Skill matter here (see equation)
  • The Psi Defense Strength of the target; mainly Psi Strength matters here, but high Psi Skill helps a little
  • The distance to target

Nothing else matters - the target's current Morale or Bravery, etc., do not affect the chance of a successful psi attack. The Psionic Formula alone determines the chance. It is described briefly above, and in much greater depth here.

If the attack is successful, the soldier gets 3 Experience points added to the counter that determines how much Psi Skill might improve when the mission ends. If the attack fails, they only get 1 point added to the counter. This is the only result of failed attempts; the target is not affected in any way by a failed attempt (but the attacker just ate some TUs, of course).

Past the fact that different soldiers are likely to have different attack skills and distances to a target, it does not matter if one soldier performs a number of attacks, or many soldiers perform one attack. Each attack is simply one attack, and each attack gives experience even if the target is already panicked to 0 Morale.


If you performed a successful mind control attack, the target is immediately MCed - and you can stop reading the walk-through here. But if you want to understand more about successful panic attacks, continue reading.


A successful panic attack has the result that the target loses Morale points equal to 110 - their Bravery (but it can't go lower than 0, of course). Some related info:

  • All soldiers and aliens start battle with a Morale of 100.
  • Recruits have Bravery from 10 to 60. The maximum possible value is 100.
  • Thus, a successful panic attack can cause a soldier to lose from 10 to 100 Morale: 10 if they were a superman at 100 Bravery, and 100 if they were a wimp with 10 Bravery.
  • All non-terrorist aliens have a Bravery of 80 regardless of game difficulty level, which means they lose 30 Morale with each successful attack. Terrorists have values as follows:
    • 90: Celatid, Reaper
    • 100: Cryssalid, Silacoid
    • 110: Cyberdisc, Sectopod (although you can "successfully" panic attack an alien robot, as shown by the experience counter, it can't actually affect them!)
  • While 30 Morale may not seem like a lot (and 80 Bravery may seem high), remember that the chance of a successful attack is based mainly on the target's Psionic Strength; Bravery is not involved at all. And, as the psionic formula shows, it is MUCH easier to panic a target than to MC it... panic has a +35.7% higher chance, due to the difference in the formula's constants.
  • The amount subtracted from Morale is not subject to chance or variability, for a given target. It is always exactly 110 - Bravery. The variability comes from whether the attack was successful (above), and whether the demoralized target misses its panic roll (below).


Units have a chance of panicking (or berserking) if their morale drops below 50. There is a 100% (guaranteed) chance if at 0 Morale, up to a 0% chance at 50. Equation: Chance = 100 - (2 x Morale)

  • Panic attacks do not give any success or failure message. Here are some ways to see their Morale:
    • Use a Mind Probe. It is not psi dependent, so psi-locked soldiers (not trained in the Psi Lab yet) can check the success of soldiers with low Psi Skill (and thus a low chance of inducing panic) when you first get Psi capability. But remember, the Mind Probe does not give psi experience.
    • You can MC the alien and look at his stats. But this would freeze him for the current turn, and, of course, if you are able to MC, many won't bother with panic.
    • If really determined, you can look at UNITREF.DAT offset [80] for the alien. Mainly only hackers or testers would do this, though.
  • Also, working through the Psionic Formula for a few cases can give you a feel for how likely success is - i.e., how likely it is that you caused the alien to lose 30 Morale points. Even in the best case, though, a target must be attacked at least twice to have any chance at all of panicking, and at least 4 times to have a possibility of being at 0 Morale.
  • If a unit panics or berserks, it always regains 15 Morale when done.
  • Also bear in mind that a number of other events can also cause units to lose, or even gain, morale.
  • For the record, units go berserk about a third of the time that they panic/berserk.
  • Anyone interested in more details on the chance of being successfully psi attacked by aliens should see Psionic_Equations#Aliens_Vs._X-COM.


See Also