Difference between revisions of "Stun"

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(Added modifiers)
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==General Information==
 
==General Information==
If a unit's stun rating passes its current [[Health]], it falls unconcious, unable to see or move. All items held, fall to the ground and have to be manually recollected. It temporarily loses all its [[TU]]s and [[Energy]] until it wakes up again.
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If a unit's stun rating passes its current [[Health]], it falls [[unconscious]], unable to see or move. All items held, fall to the ground and have to be manually recollected. It temporarily loses all its [[TU]]s and [[Energy]] until it wakes up again.
  
 
While on the ground, a body is immune to projectile weapons, but HIGHLY vulnerable to explosives (much like any other item). Most units can be carried to a safer location for medical attention, or a more secure one to stop them wandering away.
 
While on the ground, a body is immune to projectile weapons, but HIGHLY vulnerable to explosives (much like any other item). Most units can be carried to a safer location for medical attention, or a more secure one to stop them wandering away.

Revision as of 20:49, 20 October 2005

General Information

If a unit's stun rating passes its current Health, it falls unconscious, unable to see or move. All items held, fall to the ground and have to be manually recollected. It temporarily loses all its TUs and Energy until it wakes up again.

While on the ground, a body is immune to projectile weapons, but HIGHLY vulnerable to explosives (much like any other item). Most units can be carried to a safer location for medical attention, or a more secure one to stop them wandering away.

Stun goes up when a unit is hit with a Stun Bomb or Stun Rod, or it stands in smoke. Some units (due to their nature or armor) are better protected from stun weapons, and even immune to smoke.

Large units do not wake up if stunned. Cyberdiscs are VERY suspectable to stun bombs, and do not explode if hit by them.

(Unconcious Cyberdiscs count as 'dead' at the end of the mission, but are certainly 'live' during the game. Glitch? The only way to research a live one is to interogate alien medics...)

(What do stun rods do to Cyberdiscs? Doubt anyone would even try it in practise.)

Stun decreases at a rate I never bothered to research. (Does it vary between units?)

I believe Stun recovers at a rate of 1pt per turn, though I haven't researched this extensively --Danial 14:11, 15 Oct 2005 (PDT)

Stun Modifiers

All units take 100% stun damage with the following exceptions:

Personal Armour:   90%
Power/Flying Suit: 80%
Ethereal:          80%
Chryssalid:        90%
Zombie:             0%

See Also

Unconscious
Stun Rod
Small Launcher