Difference between revisions of "Psionics"

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= Field Manual Addendum: February 2000: Psionics =
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'''In other languages: [[정신공격|한국어]].'''
  
== A brief working theory: ==
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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.
  
The psionic research group has theorized a "conchfield", or field of consciousness, is put forth by all sentient beings. The scientists speculate that this field exists as an energy on a plane coexistant with our own space but undetectable by Earth technology. They refer to this as "conchspace".
+
With the capture and interrogation of aliens capable of psionics, X-COM will also be able to use Psionics against the aliens.  
  
Normally the patterns of a conchfield are individual and isolated. They rise and fall with the electrical brain waves we can measure. No two conchfields can physically superimpose because they are tied to separate minds and bodies in our own space which cannot superimpose. However, there is also some energy which can travel freely in this conchspace and interact with conchfields. Whether by some geometry of conchspace or of our own space, if this energy is continually exchanged between two conchfields, the conchfields start to synchronize patterns.
+
To learn how to use and counter Psionics or how to ways to screen soldiers for Psionics see: [[Psionic Strategies]]
  
It is speculated that occasionally this "standing wave" effect occurs naturally, and this has given rise to limited and fleeting psychic phenomena dismissed as superstition.
 
  
However the alien technology gives the additional power and control to turn this phenomena into a useful tactical advantage.
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== Molecular Control ==
  
== [[Mind Probe]]: ==
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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:
  
These allow an impression of a subject conchfield to be briefly superimposed on the operator. The transmission is mostly one-way and usually the subject has a brief sensation of an altered state or a wider consciousness but is not otherwise affected. The information gathered is stored in the mind probe until accessed. This can convey information as general as a feeling of high morale to as specific as the subject's last assessment of their armour. The operator does not need to be trained but must know the physical location of the subject to within a meter. The probe takes several seconds to perform its scan so patience is required.
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{| {{stdTable}} cellpadding="3" border="1"
 +
|- {{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
 +
|}
  
Squads report successfully approaching and capturing an alien with no resistance after first determining its fatigued state with a mind probe.
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== Unlocking Psionics==
  
== Psionic Amplifiers: ==
+
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]].
  
The "[[psi-amp]]" or psionic amplifier can set up a feedback loop between two conchfields so that the operator can attempt to tranfer thought between their own mind and the subject. The physical location of the subject must be known to within a meter. The operator must be trained.
+
== Psionic Aliens ==
  
The amplifier is geared for two forms of psionic attack, the first a projected feeling of fear, apprehension, or panic and the second a near-total control of the subject's mind and body. The subject usually perceives this as a change in their instincts or low-level desires that leads them to change their higher-level behavior, similar to hypnosis. The subject may be behaving completely counter to the norm, such as preparing to fire on their own forces, but as their own sense of self is being suppressed, they may not even be aware they are behaving strangely. The subject's companions, on the other hand, can recognize the change almost immediately. Symptoms include vacant stares, inappropriate emotions or lack of emotion, and unresponsiveness.
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X-Com Enemy Unknown
 +
*[[Sectoid]] Leaders and Commanders
 +
* [[Ethereal]] - all ranks
  
The subject's perceptions are also fed back to the user, allowing them in effect to look out through the subject's eyes. This on its own gives the user a tactical advantage if they can gain knowledge of how their opponent has deployed their forces, and also allows them to locate and choose additional subjects.
+
X-Com Terror From the Deep:
 +
*[[Aquatoid]] Technicians, Navigators and Commanders
 +
*[[Gillman]] Commanders
 +
*[[Tasoth]] Squad Leaders
  
The alien robotic ground support weapons ("Cyberdisks" and "Sectopods") have psi receiver circuits which allow them to be directed psionically by their squads, much as our own HWP's use a radio link.
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== Psionic Formulas ==
  
A distraction to the user may allow the subject to break the feedback loop and re-establish their sense of self. A user will also find it hard to maintain or even establish a loop if the subject has high psi-strength, although training can help.
+
The equations governing psionics are as follows:
  
== Training: ==
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  '''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 psionic training facility uses a sensitive psionic receiver and a fixed version of the psiamp. The electronics recognize the projection of a trainee and provide auditory feedback through the headset. The trainee attempts to project their impressions of this tone along with their other thoughts. The stronger the feedback loop, the stronger the audio tone. Half of this feedback loop is thus psionic and the return half electronic.
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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.  
  
Training consists of both projecting and resisting - projecting is attempting to establish a feedback loop with a remote field, and resisting is attempting to break a feedback loop initiated by a remote field. In combat this corresponds to attack and defence. Psionic skill in attacking is also developed by moving the target, which forces the trainee to be effective in rapidly translating between normal space and consciousness space and performing the projection accurately. Defence depends mainly on psionic strength, a passive ability.
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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.  
  
Each station is screened from the others. The headset also muffles external noise. Special goggles flood the eyes with a soft red light. It is in this sensory deprived trance state that projection comes most easily. As the trainee becomes more skilled at initiating and establishing an interface with the psiamp, the sensory deprivation equipment can be reduced and eventually removed. Soldiers are then able to go into this trance state without aid in the field.
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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.  
  
This training serves to both screen soldiers for latent psionic ability and to exercise that ability. For several weeks, even the best soldiers may not be able to grasp what is asked of them, so a full month is required for proper evaluation.
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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.
Psionically gifted soldiers are of course extremely valuable assets. Due to the high casualty rate of XCOM, commanders have recommended that the soldiers undergoing training should be given less hazardous duties or taken off active duty for that month, until at least a preliminary screening report is available.
 
  
== Deployment: ==
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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]].
  
Psionically strong but unskilled soldiers can be used in any scouting or fire support role. As per standard doctrine, they should relay all information about the position of the enemy as efficiently as possible; this allows both support fire and psionic attacks to be brought to bear.
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== Alien Psionics Targeting ==
  
Psionically skilled and strong soldiers should be kept out of direct combat to allow them to concentrate on using the psionic amplifier. They do not need to leave the landing craft to carry out their duties, so leave them here unless the craft is under attack.
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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.
  
It may be useful to assign them an aide who can evaluate targets with the Mind Probe and help determine the best use of a psionic attack.
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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.
  
Preferred targets would be higher-ranking units, psychically capable units, or heavy weapons units. It is possible to control any alien, including the psionically controlled robotic units. 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 determine the next target unit, then taking the next target unit and leaving the previous unit for a mop-up squad.
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== Summary of Alien Psionic Attack Strength ==
  
Easiest actions with a controlled unit are movement and firing or dropping the held weapon. It is possible but tricky to do more.
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'''Figures are for Beginner level - Superhuman level'''
  
== Countering psionic attacks and tactics: ==
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Fractional portion (if any) is rounded off.
  
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 dismissed 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.
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'''Sectoid Leader:'''    50 - 67
 +
'''Sectoid Commander:'''  60 - 80
 +
'''Ethereal Soldier:'''  40 - 53
 +
'''Ethereal Leader:'''    54 - 71
 +
'''Ethereal Commander:''' 65 - 87
  
If such soldiers are deployed against psionic capable aliens, they may still have use in limited roles.
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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 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.
*1) Unarmed medic or equipment operator. If controlled, they cannot injure other soldiers, but they can give away their positions.
 
*2) Support fire. A riskier tactic, where the soldier provides long-range support fire for a spotter and endeavors to never come within sight - and thus control - of an alien.
 
*3) Non-lethal weaponry. Stun rods or stun guns again prevent injury of other soldiers but the risk of control and loss of tactical advantage remains.
 
*4) Diversionary. An extremely risky tactic for the soldier, this role is similar to that of an unarmed scout. Attempting to separate themselves from the main group, the soldier attempts to get themselves 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.
 
  
However be aware skilled psionic aliens can often locate the entire squad if allowed to see even one soldier. This "rapid location scan" is a feature of the alien implants we have not been able to duplicate in our psi-amps. The only way we have of blocking it so far is through the base "mind shield" which is not presently portable and no good at close (battlescape) range.  
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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]]).
  
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.
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== Summary of Alien Psionic Resistance ==
  
Heavy Support Weaponry should be assigned to soldiers with high psionic strength to prevent its counteruse.
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'''Figures are for (any rank)/Leader/Commander, Beginner level - Superhuman level'''
  
If all forces are equipped with Powered Heavy Armor, which is proof against light ballistic weaponry, standard rifles and pistols can be freely issued with little risk of lethality even if counterused. Note Ethereals are less affected by these weapons than Sectoids.
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Fractional portion (if any) is rounded off.
  
- 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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Grouped according to species, in order of increasing psi defence:
 +
 
 +
'''Muton:'''      25 - 29
 +
'''Celatid:'''    60 - 69
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'''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
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'''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 [[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 [[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.
 +
 
 +
 
 +
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.
 +
* [[Raw_recruit_statistical_likelihood|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 [http://www.strategycore.co.uk/xcom/pg/ufoalienstats 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 [[Morale#Panicking_and_Berserking|panicking]] (or [[berserk]]ing) 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 [[HackerTools|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 [[Morale#Events_which_Affect_Morale|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==
 +
*[[Psionic Strategies]]
 +
*[[Field Manual: Psionics]]
 +
*[[Psionic Laboratory|Psi-Lab]]
 +
*[[Psi-Amp]]
 +
*[[Mind Shield]]
 +
*[[Mind Probe]]
 +
*[[Experience]]
 +
*[[Experience Training]]
 +
*[[Molecular Control]]
 +
 
 +
[[Category:Soldiers]]
 +
[[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