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  • *Give a friendly unit 30 Dodge until the start of your next turn. *Killing an enemy unit grants an extra charge.
    181 bytes (33 words) - 18:01, 15 June 2021
  • *Works for any friendly robotic unit, including SPARKs, resistance MECs and hacked ADVENT units.
    147 bytes (22 words) - 17:57, 10 June 2021
  • ...LWR)#Repair|Repair]]'''<br/>{{#if:{{{text|}}}|''Heal a friendly mechanical unit for 4 of their missing HP.''}}
    345 bytes (45 words) - 16:32, 27 September 2023
  • ...Feedback]]'''{{#if:{{{text|}}}|<br/>''Psi attackers that attack a friendly unit in vision are dealt 4 damage. Does not effect the psionic attack itself.''}
    484 bytes (63 words) - 17:04, 5 February 2021
  • *Confers temporary stealth on all friendly units in blast radius *Stealth lasts until the start of the unit's next turn
    1 KB (201 words) - 03:25, 31 January 2014
  • | s_descr = Repair a friendly mechanical unit. 1-turn cooldown.
    1,004 bytes (138 words) - 20:46, 26 August 2023
  • ...other arguments between Tank/ Laser Cannon and Laser Rifle X-COM Soldier 6 unit range sets in midpoint Ranges. ...s to catch this arc strategy by surprise, even in unmoving even-pairs or 1 unit attacks by the similarly ignorant computer opponent.
    2 KB (261 words) - 10:16, 29 June 2022
  • | s_descr = Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you
    1 KB (166 words) - 18:00, 15 June 2021
  • ...the user to discharge two shots at once at only a slightly increased time unit cost to a snap shot and a slight decrease in accuracy and firing range. ...hich can produce shots that fly wide of a target, as well as the threat of friendly fire incidents.
    2 KB (327 words) - 18:18, 14 October 2021
  • ...ombat support once a hybrid has undertaken prolonged psi-gym training. The unit targeted must be visible to the psi-trooper for the projection to start/wor ...It is used to find a unit carrying strong explosives (dangerous threat), a unit with low bravery (easy to panic), and who should be mind-controlled (low ps
    4 KB (630 words) - 06:49, 22 November 2023
  • * Max number of friendly (captured) MECs is 6 * When each pod is activated there's a chance for each unit to take an action - 0% on Rookie, 20% on Veteran, 33% on all other difficul
    2 KB (247 words) - 13:05, 3 February 2017
  • {{Unit Stat Box LW2 ...erk_beserker_punch.png |38px]]<br />'''Punch''' <br/> ''Strike an adjacent unit in melee.''
    2 KB (288 words) - 17:44, 21 May 2017
  • {{Unit Stat Wrapper Open | title = Black Cat }} {{Unit Stat Wrapper Close}}
    4 KB (415 words) - 09:33, 10 July 2018
  • ...cks. Panic and Mind Control. Panic, the easiest of the two attacks, saps a unit's morale, and puts it in a prime position to panic or go berserk. Panic att ...to operate. However, targets for the amp must be sighted (by any friendly unit) before they can be attacked.
    4 KB (646 words) - 03:49, 23 July 2013
  • ...prohibitive for many soldiers to carry in the early game. The high risk of friendly fire from explosive rounds is also a major concern. ...r the Rifle for higher and more accurate volume of fire and less dangerous friendly fire risks.
    4 KB (586 words) - 10:17, 6 April 2023
  • | Total number of times this soldier was shot by a friendly soldier. Does not count if the soldier is KIA or MIA. ...r was deployed with other soldiers, and that this soldier did not kill any friendly soldiers.
    12 KB (1,683 words) - 16:28, 3 December 2020
  • When a unit's Morale drops below 50, there is a chance it will panic or go berserk. ...an never go higher than 100 or lower than 0 -- but if it falls below 50, a unit may panic or go berserk which will cause it to rise by 15 points.
    12 KB (1,895 words) - 14:16, 10 September 2021
  • ...er blobs with less movement. Sectoids produce smaller blobs then any other unit. ...s will reduce confusing "clutter" on the screen, caused by the movement of friendly units.
    5 KB (897 words) - 00:37, 11 December 2022
  • In this panel you will see various attributes on the unit you are selecting as described here: ...tion on current perks, quirks, bonuses, and maluses that are effecting the unit.
    8 KB (1,347 words) - 15:00, 17 October 2023
  • ...geted, all the previous new relations adjustments are now changed. Allied, Friendly, Neutral, Unfriendly and Hostile attitudes may change dramatically by the r {{Unit Navbar (Apocalypse)}}
    4 KB (547 words) - 11:04, 28 November 2023
  • ...lly gifted unit can use a [[Mind Bender]] to telepathically manipulate any unit on the battlescape. The victim cannot be injured or killed outright but can ...maximum training to perform even the easiest of psionic projections.(Probe Unit). It is not worth the time, cost, or effort.<br>
    7 KB (1,069 words) - 22:23, 3 December 2023
  • ...elongs to Alien, X-Com, Civilian), and a flag that tells the game that the unit is currently under mind control (which is a binary flag and contains Yes/No When a unit is mind controlled, the ownership flag is automatically set to the mind con
    5 KB (821 words) - 03:09, 23 July 2013
  • To knock any unit unconscious, its [[Stun]] damage (a gray bar superimposed on [[Health]]) ha ...Suit]]s, [[Power Suit]]s, robots (X-COM or alien) or any alien-controlled unit.
    7 KB (1,249 words) - 11:50, 10 September 2021
  • * Can be used on any friendly unit adjacent to the medic, or on the medic itself. * Any unit that will benefit from a Medikit will be surrounded by a pink circle with c
    4 KB (596 words) - 18:47, 7 December 2013
  • {{Unit Stat Wrapper Open | title = Bugeye}} {{Unit Stat Wrapper Close}}
    4 KB (400 words) - 13:04, 9 October 2018
  • ...orientating the mind controlled quarter to be topmost. That is, turn your unit on the spot until it does not see itself! You can move only upwards (not ve I have the impression that when MC'd, the controlled unit has not only full TUs, but also its energy is increased (using offset 0x23
    5 KB (887 words) - 13:58, 12 March 2019
  • I want to add features that will make UFO2000 more user-friendly. This includes 2 things: It will be nice to have mind control, chryssalid-like zombification and other unit-specific skills implemented.
    3 KB (359 words) - 20:37, 28 February 2012
  • ...ntages: The Single cost of the Conventional arc described is very high per unit-distance pair in shot per shot usage/cost. ...s (Laser Rifle 80% - Laser Pistol 80% - Heavy Laser 20% abstracted 1 of 14 unit usage).
    8 KB (987 words) - 02:41, 27 June 2022
  • ...prise" would have given a reaction shot. X is an XCOM unit, x is the XCOM unit that takes the free shot: ...t risk mutual surprise. Horizontal X should have high accuracy to prevent friendly fire, not required for others. Horizontal X is camping with 60+ reaction,
    6 KB (914 words) - 01:18, 23 March 2007
  • ...ation, from a medium range, and used carefully to avoid friendly fire. Any unit hit with the projectile will also suffer impact damage equal to the explosi ...g small groups of hostiles in flames. Ammunition quantity is adequate. Any unit hit with the projectile will also suffer impact damage equal to the incendi
    4 KB (592 words) - 11:20, 28 November 2023
  • *Mind-controlled aliens are ''friendly'' aliens. Hits on MC'd aliens do ''not'' count. Conversely, hitting soldie All bonuses and penalties are applied to the unit's Accuracy to get the final Base Firing Accuracy.
    5 KB (712 words) - 09:14, 18 August 2015
  • {{Unit Stat Wrapper Open | title = Traitor Bugeye}} {{Unit Stat Wrapper Close}}
    4 KB (457 words) - 13:10, 9 October 2018
  • ...nd 15 and adds them to the unit's current xpos and ypos. This is where the unit is gonna run. You can try to patch code here :to change the maximum distance the unit will run.
    11 KB (1,816 words) - 09:35, 13 August 2014
  • [[Image:Fire_ground.gif|Ground Fire Animation]] [[Image:Fire_unit.gif|Unit Fire Animation]] ...een 0 and 10 points per hit -- but continue to do damage every turn that a unit is in fire or on fire. Due to the "[[Known_Bugs#Funky_Fire|funky fire]]" b
    10 KB (1,604 words) - 20:36, 10 December 2017
  • *[[Image:Cityscape-Icon-Unit-(Apocalypse).png]] X-COM Unit * <span style="color:#FF8C00">FRIENDLY</span> which is an orange colour.
    5 KB (751 words) - 23:58, 26 November 2023
  • ...ntrol the various downsides which are listed on the main page - self-harm, friendly fire, loot damage, and missed fire opportunities due to avoiding the risk o "self-harm, friendly fire, loot damage, and missed fire opportunities due to avoiding the risk o
    7 KB (1,291 words) - 00:50, 8 April 2009
  • ...visited. In effect, areas of the map are coated in black until a friendly unit looks at it. From then on, the fog is lifted for the rest of mission, altho *[[Image:Apoc_neutralairborneicon.png]] Neutral unit
    7 KB (1,101 words) - 08:04, 4 July 2020
  • ...the list. Each time a unit moves one square, the list is parsed and if the unit is too close to one obpos, it explodes and the entry is removed from the li ...so they detonate regardless of whether they're held in the inventory of a unit. The patch-code is [[Talk:Grenade#Timers|here]], and a downloadable progra
    13 KB (2,249 words) - 03:08, 16 March 2019
  • ...on the map, and updates their current state regardless of whether an X-COM unit has a current line of site to the object. And the largest object on the til This is a double-edged sword, however, because should a unit fall dead or unconscious the grenade will hit the ground and promptly take
    15 KB (2,713 words) - 22:04, 27 October 2018
  • ...10 Bravery does not make a unit completely immune to morale loss when that unit is responsible for the killing. --[[User:Zombie|Zombie]] 08:34, 2 March 200 ...as far as I'm aware of. Are you guys sure HWPs only take morale loss from friendly fire?--[[User:Amitakartok|amitakartok]] 13:41, 23 September 2012 (EDT)
    8 KB (1,378 words) - 18:54, 23 September 2012
  • ...original game it doesn't provide much protection against any type of fire, friendly or otherwise. But you can still implement the old "send the cheap rookie fi Floaters are the cheapest flying unit in the game. Unfortunately this means that their armor isn't going to help
    7 KB (1,077 words) - 06:30, 11 August 2010
  • {{Unit Stat Wrapper Open | title = Rebel Bugeye}} {{Unit Stat Wrapper Close}}
    5 KB (578 words) - 13:10, 9 October 2018
  • ...ter - i.e. the very first unit in unitpos - or the top-left quarter of the unit (relatively speaking, the top most quarter on your screen). I think the bullet origin is higher than the unit's hit-box (to mimic firing from a turret) or is at least offset so that it
    9 KB (1,632 words) - 09:31, 10 April 2011
  • ...body, on the same tile, and must not be directly facing another treatable unit. ...be used to revive [[unconscious]] units. In order to revive an unconscious unit, you must stand directly over the body.
    9 KB (1,563 words) - 20:16, 27 February 2024
  • ...t taken a single shot throughout the battle. All hits to a mind controlled unit did not increase the soldier's hit counter. Without improvements to the hit ...ill (-20) and thus the effect of Morale loss can generally be seen on that unit only. So my take is that it's interesting, but only of marginal use. And
    11 KB (2,002 words) - 05:08, 30 May 2009
  • ...by friendly fire than aliens. ... This is A GOOD THING, since those even a friendly kill reaction shot is still counted as a reaction shot. [[User:Jasonred|Jas ...renades, they give experience to the unit that makes them explode, not the unit that primes or throws them. So, [[Experience]] that might've been gained is
    12 KB (2,094 words) - 02:40, 23 July 2013
  • *Advanced versions have a better chance to stun, can heal friendly SHIVs, and take control of certain enemies ** '''Repair SHIVs''': Allows Arc Thrower to repair friendly [[S.H.I.V. (EU2012)|S.H.I.V.s]] or captured Drones, 6 HPs repaired for each
    9 KB (1,425 words) - 19:01, 19 October 2015
  • ...eatures to sense the emissions from our electronic equipment & to locate a unit without the need for a physical line of sight. == Friendly Ascidians ==
    9 KB (1,403 words) - 16:11, 30 June 2021
  • ...prisoners you don't want to take home with you. And ample MedKits for the friendly fire cases. ...by a square. So any target closer than this distance to '''any''' friendly unit, can't be safely engaged inside this distance. The practical response to th
    10 KB (1,773 words) - 17:47, 5 March 2009
  • ...h gives a free rocket with increased AoE and increases the damage dealt by friendly forces, while also doing respectable damage on its own. A major difference ...re near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.
    15 KB (2,360 words) - 23:59, 2 March 2022
  • ...sible to the soldier/alien they are guarding), but you'll see the panicked unit miraculously act as if he wasn't panicked. If you see this happen you shoul ...lly cool and the unit gets addicted to it (like cocaine). If it's an enemy unit, you can try AoE effects or using the console. If it's one of your soldier
    9 KB (1,622 words) - 07:21, 31 July 2020
  • ...ng|38px]]<br/>'''Aid Protocol''' <br/> ''Command your Gremlin to move to a friendly target. It grants that target a bonus to Defense until the start of the nex ...gram from completing, or effectively a free Mind Control of a random enemy unit still on the map. It is worth going out of the way to hack whenever possibl
    10 KB (1,529 words) - 01:19, 30 November 2017
  • ...sible to the soldier/alien they are guarding), but you'll see the panicked unit miraculously act as if he wasn't panicked. If you see this happen you shoul ...lly cool and the unit gets addicted to it (like cocaine). If it's an enemy unit, you can try AoE effects or using the console. If it's one of your soldier
    9 KB (1,683 words) - 15:24, 24 February 2021
  • ...eviously seen area will not be seen unless observed by a player controlled unit. You only retain knowledge of the terrain itself. ...may move onto a tile 'occupied' by items, provided that there is no other unit or terrain obstruction.
    17 KB (2,821 words) - 17:09, 17 May 2015
  • ...activated on the alien turn in this state may take defensive actions (each unit has a percentage chance that scales with difficulty) such as hunkering or o ...ls and their Psi Zombies will be destroyed. Disorient on a mind-controlled unit will not free them.
    9 KB (1,476 words) - 13:28, 7 October 2020
  • ...m the Blaster Bomb detonating also goes through the door and will kill any unit within range on the outside of the craft. ...your units' firing accuracy stat. If it strikes an object (such as a wall, unit, or even the floor) before reaching the next waypoint, it will explode. The
    12 KB (2,127 words) - 03:47, 23 July 2013
  • * '''[[X-COM_(Apocalypse)|X-COM - Extraterrestial Combat Unit]]''' (typically known as: X-Com) are the ''good guys'' against the ''bad gu ...e_Heading}}>Goods And Services<th {{StdDescTable_Heading}}>Other Services: Friendly or Allied <sup>'''*'''</sup>
    13 KB (1,995 words) - 17:35, 22 October 2023
  • ...f reprisal. (Generally, if a unit can see an alien, the alien can see the unit -- although there are sometimes [[line of sight#Blind spots around corners| ...r even Aimed shots, if they are out of visibility range. This also reduces friendly fire risk. At closer range, though, Auto fire is better to keep the alien f
    8 KB (1,344 words) - 04:35, 2 December 2013
  • ...u to use scout/sniper tactics while engaging the invasion force. Have one unit advance through the smoke until an alien is spotted, then have it retreat b ...y end their turn inside a cloud of smoke. The stun damage to an unarmoured unit is 1-3 points per round. Soldiers in Power Suits or Flying Suits are immune
    11 KB (1,815 words) - 10:34, 27 June 2018
  • ...+ Countering a Dark Event || The ability to MC or hack control of an enemy unit makes this easier. ...if you can. MCing and/or Hacking is VERY useful: have the controlled enemy unit take out the Disruptor, while your soldiers retreat, as ADVENT will be aird
    8 KB (1,213 words) - 23:57, 11 June 2020
  • ...ing "firepower" as "average armour-adjusted damage delivered on target per unit of time". *HE weapons are only for special use. Too much risk of friendly fire and damage to loot. At the start of the game, it's cheaper to lose sol
    9 KB (1,662 words) - 22:56, 22 July 2009
  • ...a unit is shot and the text "*Vital Point Hit" pops up, it means that the unit shooting it dealt bonus damage thanks to the Vital Point Targeting perk. Th ...erk. It will recieve an aim boost and take free reaction shots against any unit within that circle, regardless of whether they established overwatch.
    16 KB (2,661 words) - 19:55, 25 July 2020
  • ...a unit is shot and the text "*Vital Point Hit" pops up, it means that the unit shooting it dealt bonus damage thanks to the Vital Point Targeting perk. Th ...erk. It will recieve an aim boost and take free reaction shots against any unit within that circle, regardless of whether they established overwatch.
    16 KB (2,661 words) - 04:11, 17 July 2020
  • Whenever you mind control another unit, it automatically returns to the alien side at the end of the aliens' turn. ...ively, you can target the other quadrants of the alien and make the terror unit shoot itself. This is a worthwhile tactic to use on Cyberdiscs and Sectopod
    9 KB (1,561 words) - 14:56, 18 July 2014
  • | style="text-align: center; padding: 10px 15px;" | Friendly Skies | style="padding: 10px 15px;" | You will have 15s (plus 5s per activated unit) to complete each turn (this value is dgc.ini adjustable). Changing game sp
    12 KB (1,616 words) - 17:29, 7 March 2024
  • ...or, and there may be different outcomes if an alien triggers it and/or the unit that triggers it dies. If anyone wants to look into this, have at it. I don Proximity mines can often cause "friendly fire" casualties. It is easy to forget a grenade placed several turns ago
    9 KB (1,497 words) - 00:16, 27 November 2013
  • ...ious body, but it would wake up where it was stunned (i.e waking up at the unit's last known coordinates, not the coordinates for the item representing the ...me must replace the temporary unconscious body (with reference to the live unit) with a new corpse item. Instead, what happened was that the corpse was cre
    11 KB (1,966 words) - 22:10, 5 August 2009
  • ...r in the game's stages. Unfortunately, the game's AI doesn't seem to check friendly fire prior to using weapons, and you can easily end up destroying your enti ...rs are there to support other squads and are best used in a ratio of 1:2 1 unit of snipers to 2 units of machine gunners. However, bear in mind snipers bec
    11 KB (1,854 words) - 05:35, 14 May 2023
  • ...you. When you move onto the ramp, you're technically on ground level. Your unit is offset, but otherwise on ground level, and should take advantage of smok As for reaction shots, unless the smoke completely obscures the unit in concern, there won't be any difference.
    8 KB (1,444 words) - 15:17, 28 May 2020
  • ...ured targets. (The Rocket Launcher is more lethal but in no way "safe" for friendly targets or loot). The Pistol is slightly more lethal, but only against very ...here is defined as "average armour-adjusted damage delivered on target per unit of time".
    6 KB (1,065 words) - 03:23, 16 September 2018
  • ...your units' firing accuracy stat. If it strikes an object (such as a wall, unit, or even the floor) before reaching the next waypoint, it will explode. The ..., which could result in the death of several friendly units, including the unit carrying the launcher.
    14 KB (1,451 words) - 04:32, 24 June 2015
  • ...or accuracy values of weapons, so that if we call the efficiency (hits per unit of time) ...ion would be to ensure that, in terms of delivering hits to the target per unit of time, Aimed fire is more effective than Snap fire, which in turn is more
    21 KB (3,567 words) - 01:08, 18 September 2016
  • * Friendly-Neutral-Hostile relationships between organisations will be carried over fr ...r base stores, 15,000 for craft health or ammo, and anything above 250 got unit attributes.<br>
    7 KB (1,038 words) - 01:29, 5 November 2023
  • ...r)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit ...r)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit
    25 KB (3,661 words) - 17:38, 6 November 2021
  • ...oyed at the rear of a squad, so bear in mind when firing that there may be friendly units between the launcher and target. Weigh the risks carefully.
    7 KB (1,217 words) - 04:30, 23 July 2013
  • friendly fire). ...limbs up stairs or drops from a ledge while travelling. In some cases, the unit may end up partially in a tile and can scale a nearby wall that normally ca
    13 KB (2,238 words) - 18:39, 17 January 2011
  • ...activated on the alien turn in this state may take defensive actions (each unit has a percentage chance that scales with difficulty) such as hunkering or o ...ls and their Psi Zombies will be destroyed. Disorient on a mind-controlled unit will not free them.
    19 KB (3,146 words) - 17:15, 29 April 2024
  • ...r)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit ...r)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit
    27 KB (3,443 words) - 19:53, 29 November 2019
  • ...he weapons capacitors up to 90,000 times. This allows extended use of each unit in battle and helps to save on maintenance costs. ...he weapons capacitors up to 50,000 times. This allows extended use of each unit in battle and helps to save on maintenance costs.
    13 KB (2,067 words) - 10:40, 10 July 2006
  • ** Psionics can only be used on an alien that can be seen by the psionic unit. ** A Mind Controlled unit cannot act on the turn it is controlled.
    25 KB (4,248 words) - 12:04, 12 August 2016
  • There are many sniper friendly weapons available, such as all the rifle types, [[Small Launcher]], the [[H ...Three]]). It can also be used as an incredibly effective anti-large terror unit weapon on the easier difficulty levels.
    22 KB (3,716 words) - 02:39, 23 July 2013
  • ...SHIVs|Advanced Power Armor]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title="Cost in Credits&#10;(Cost when ...n Autopsies|Floater Autopsy]]<br />[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title="Cost in Credits&#10;(Cost when b
    56 KB (7,966 words) - 01:16, 6 December 2022
  • ...o stores UFO information, although information is handled differently from friendly aircraft.</td></tr> <tr><td>[[UNITPOS.DAT]]</td><td>Controls ownership, visibility, whether the unit is under temporary mind control, etc. Works hand in hand with [[UNITREF.DAT
    11 KB (1,784 words) - 14:06, 21 March 2016
  • ...ey know who has the least armor, making for their best shot - and it'll be friendly aliens, all of whose armor is less than your power/flying armor. ...erdisc or a Sectopod shoot itself. As they don't make a very good training unit this way, shooting them is rather usefull, especially with sectopods, as th
    26 KB (4,480 words) - 14:35, 14 September 2015
  • ...If choosing to not kill off the Sectoids, [[Mutant Alliance]] will become friendly or better, towards X-Com at the conclusion of battle and will also become i {{Unit Navbar (Apocalypse)}}
    10 KB (1,470 words) - 13:15, 30 September 2023
  • ...change the values I hilighted and see what happens when you try to panic a unit ;-) ...cking weapons and clips (maybe this "taking" function ain't even called if unit is fully equiped - I didn't check that). Probably it wasn't finished... Whi
    17 KB (3,000 words) - 05:40, 29 May 2015
  • ...can be worn in addition to regular armor, providing more survivability. A unit can only equip one plating at a time. |[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]
    56 KB (7,553 words) - 01:16, 15 April 2024
  • By the way, the firepower advantage I'm quoting is not per-shot but per unit of time or per TU. Also, Floaters are quite common in the early game, and t ...lled the area effect damage on the 3 adjacent squares of a 4-square terror unit after a direct hit.
    13 KB (2,183 words) - 22:25, 22 July 2009
  • ::: Occasionally you hit your own guys though. I wonder if friendly fire counts towards experience. :) [[User:Captain Foo|Captain Foo]] 10:16, ...variable stats of soldiers are initialised from Alien Grey but the actual unit (in other ways) is an X-COM Agent.
    10 KB (1,679 words) - 14:22, 21 June 2020
  • | 312 || 315 || Hostile, Friendly, Committed... Not used?? | 467 || 477 || Alien unit names (excluding zombie)
    10 KB (1,198 words) - 12:37, 23 July 2013
  • ...Ethereal program it to shutdown the system once sensor damaged to prevent friendly-fire. ...se, Sectopods are a robot and thus tied with the Cyberdisc for the hardest unit to Mind Control. This isn't to say it can't be done(it's very easy with pr
    28 KB (4,597 words) - 07:34, 28 January 2010
  • ...s useful if you're trying to get some informants. Even if you aren't, any unit that's stunned will drop all its gear. The aliens are too stupid to pick u ...nicely game-balanced tactic to use in this game because you reduce risk to friendly forces but pay the price in terms of lost loot, lost prisoners, and civilia
    12 KB (2,043 words) - 19:25, 12 January 2016
  • Because the units on the ground are so advantaged by unit depth in the early game the SKYRANGER configuration: ...ntages: The Single cost of the Conventional arc described is very high per unit-distance pair in shot per shot usage/cost.
    36 KB (4,829 words) - 01:38, 27 June 2022
  • ...ay drive around aimlessly. If Ultra-Fast time scale is chosen briefly, the unit is delivered as normal. ...ed, the taxi will proceed to the destination base as usual but without the unit on-board. [[User:EsTeR|EsTeR]]
    70 KB (11,713 words) - 12:03, 4 December 2023
  • ...eset the number of minimized interceptor windows to zero. Your interceptor unit can be selected to either return to base or continue on to complete its gro ''When the game was written, the largest unit that a programmer had available was 32-bits. The programmers did not make t
    61 KB (10,516 words) - 22:14, 23 April 2024
  • ...s: §225-505, -10 Panic, +4 Engineers, Peter Van Doorn (LCpl - GSgt), Glenn Friendly (SPC)'' ...soldiers to your roster if the mission is successfully completed: Private "Friendly", a Specialist 'Tactical' (Assault/Infantry); and General Peter Van Doorn,
    30 KB (4,809 words) - 23:08, 8 March 2024
  • ...to use on other tasks. Probably I would only use Aimed fire if a friendly unit was very near to the target. ...oint of loading AP rounds into heavy weapons and I don't want the risk of "friendly fire" from doing reaction fire with HE rounds. The only situation where I t
    24 KB (4,214 words) - 03:03, 23 July 2013
  • | When enabled, the turn is automatically ended when all friendly/enemy units are neutralized, therefore ending the mission. | When enabled, your first left-click displays the path the selected unit will take, and your second click confirms the move order.
    22 KB (2,861 words) - 00:04, 17 December 2022
  • Debug text: Psionically Protect Unit, Lend Psionic Strength, Psi-Drain, Psi-Lend, Psi-Unpanic, Psi-Unstun.<br> ...-organisation relationships and possible unit locations. If the imprisoned unit was not longer useful, a ransom could be offered to return this inportant p
    41 KB (6,304 words) - 05:38, 26 November 2023
  • ...want as long as the probe is in effect. Mind control lets you control the unit for as long as you want, but is also the most expensive in costs and mainte ...y than to ourselves! So you might want to subtract 2, 3, 4... 10 times the friendly damage from the 'target' damage when determining the 'net benefit' from ina
    38 KB (6,621 words) - 08:44, 18 October 2012
  • ...n Hunters - new mission, customization, armor, weapons to play as an elite unit tracking high-profile aliens (Spring 2016) *** This 6th class, the SPARK, is a robotic unit not unlike the MEC Troopers from Enemy Within.
    28 KB (4,366 words) - 00:23, 12 June 2020
  • ...but then they'd shoot each other. I'd rather be killed by aliens than by friendly fire... Once you have power suits, either approach would work well. (And ...t. Usually when the door is opened there won't be any extra cost to move a unit across it (other than the cost of moving it to the next ground tile) BUT in
    15 KB (2,773 words) - 11:18, 24 December 2007
  • ...EU2012)#Improved Pistol III|Improved Pistol III]] turns your Sniper into a unit that can fire with better Aim and deal more damage with a [[Plasma Pistol ( ...pod]]s), if you're going for a capture, or to neutralize a mind controlled friendly. There is a small Aim penalty (-10) attached to this shot, and the attack d
    25 KB (4,070 words) - 15:45, 29 August 2014
  • This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren't supp ''The explosion generation routine only calls the "Do damage to Unit" routine if the explosion type is HE. It is possible that if your not play
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  • *Unit placement for Alien Bases :*Fixed: the unit placement for the default 12 unit craft has been added to XcomUtil.cfg
    74 KB (12,146 words) - 20:12, 19 January 2017
  • * [[Support (EU2012)|Support]]'s '''Covering Fire''' now allows the unit to fire before the enemy uses its weapon. ...soldiers will have [[Chance to Hit (EU2012)|chance to hit]] decreased, so friendly fire is less deadly.
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  • ...rge. Killing a unit that is performing '''Mind Merge''' will also kill the unit receiving the merge. A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank yo
    46 KB (8,004 words) - 23:52, 13 August 2023
  • ::Friendly units are not affected by any explosions caused by battlefield objects on U ...ne I tried firing at soft walls with an unarmored xcom unit behind it. The unit suffered no damage at all. But then I remembered how sometimes objects when
    45 KB (7,826 words) - 06:44, 13 February 2012
  • ...significantly affected by anybody (direct hit, explosive damage including friendly fire, suppression, holo, etc., but not battle scanner), is shot at and miss ...multiple leaders to appear in each pod. This percent chance per non-leader unit is:
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  • ...your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their Smoke Grenades. They may lack the killing p ...s to have a unit with ''Packmaster''/''Repair'' carry an Arc Thrower and a unit with ''Psi Panic''. Leave one enemy last such as Muton/Floater/Outsider (or
    27 KB (4,759 words) - 19:06, 30 January 2021
  • ...ngths. If you have a soldier with good reactions, use him for a scout. A unit with good firing accuracy should be a sniper. Troops with high strength sh #'''A friendly reminder from Boris:''' Please remember not to use high explosive or incend
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  • <u>Dist from GZ</u> <u>Unit Damage</u> ...re destroyed by blast strengths ''greater than'' the values in this table. Unit names refer to bodies, both stunned and dead:
    48 KB (7,704 words) - 14:49, 9 April 2015
  • ...ward for Succeeding:''' Variable, bonus +200 mission xp for each surviving unit '''Reward for Succeeding:''' Variable, Van Doorn, Friendly, Watson, Green
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  • - Add an extra check to TempItem to look if the Unit has the ability attempting to be added. This fixes the case where a Grenadi - Fix effects not ticking after a unit is mind controlled.
    86 KB (14,357 words) - 16:29, 9 April 2019
  • *This alien is a land-only terror unit, and this weapon cannot be fired on land ...e Sonic Cannon's ongoing recoverable ammo, less off-target damage reducing friendly fire, and increased 1-hit kill rate reducing reaction fire, with the Blasta
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  • ...you try to kill it with one of these elevated snipers first, to leave the unit on the front line as many TU's as possible for reaction fire. // Marksman (You friendly neighborhood sniper.)
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  • ...ionic spam is actually 10-x, where x depends on the psionic defense of the unit on your side with the lowest psionic defense, as tested by zombie --[[User: ...ge one or both weapons on an Interceptor and begin arming with Small Scout-friendly weapons. The key point is you don't need to wait for the weapon(s) to be fu
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  • | More human friendly version number (for display purposes), can contain letters and other charac | Custom positions for the unit deployment in the craft, listed as: ''[x, y, z, facing]''
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  • *The probability of a soldier going berserk is proportional to the number of friendly units he can hit from where he's standing. *Your first unit out is always shot down.
    48 KB (8,434 words) - 18:15, 10 January 2024
  • ...ganism possessed of strange power. Inside the body cavity is a small power unit, but no identifiable organs. The power is transmitted throughout the body b ...man or alien) suspended in amniotic fluids and connected to a powered base unit that can fly on land or below water. Each Bio-drone is armed with a powerf
    72 KB (11,838 words) - 12:47, 23 July 2013
  • ...e up to 1 and adds engineers to build it. You will get the first increment unit for free but can continue from there if you want more at cost. ...ers: This is the use of a bug that seems to be that if the user has an air unit that is rearmed and refueled, it can be transferred to another location wit
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  • :: In short, aliens can't use psi attacks on a unit UNLESS their UnitPos[8] index is set to less then that of the alien's intel ...progress in TFTD by trying to fix mind controlling each section of a large unit, but royally screwed it up by selecting the next 3 entries in UNITPOS.DAT n
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  • ...Obviously the worst case is to charge the entire capital cost to the first unit produced (a possibility worth considering under 'External Markets - Buying' ...n Interceptor. A Plasma Beam has less than twice the firepower (damage per unit of time) of Avalanche missiles.
    108 KB (18,983 words) - 14:55, 30 January 2011
  • ...REPLICATES THE CLASSIC ALIEN FLYING SAUCER DESIGN, WITH CENTRAL PROPULSION UNIT. ...and a life support system is installed. This implant contains an anti-grav unit which enables the creature to float, albeit unsteadily, through the air.
    70 KB (12,065 words) - 12:37, 23 July 2013
  • * New Civilian faction: Govt; includes new unit, Govt Armored Car. ...stments to aircombat. Pilots get slightly less +dodge, slightly more +acc. Friendly escort range increased.
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  • ...s), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots > 5 s ...vantage of cover and make people thing twice before firing when a friendly unit stands in front
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  • ...away could not be targeted by squadsight. Fixed further bug in which said unit was not showing or being flanked properly. (Thanks Rakoon79 for assisting i ...a unit with a movelimited weapon no longer allows additional shots if the unit has moved. (Triple Tap still works.)
    179 KB (28,930 words) - 16:21, 18 July 2020
  • ...ability: If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead - Buff to gene mods - Anytime the aliens launch an attack on XCOM, any unit that did not participate in the defense has a 30% chance of being fatigued
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