Difference between revisions of "Stun"

From UFOpaedia
Jump to navigation Jump to search
(rewrite, moved some stuff to Unconscious)
m (→‎General Information: copied list of units immune to smoke from Unconscious)
Line 6: Line 6:
 
* A [[Stun Rod]] will cause 0-130 points of stun damage.
 
* A [[Stun Rod]] will cause 0-130 points of stun damage.
 
* A [[Small Launcher|Stun Bomb]] will cause 0-180 points of stun damage with a direct hit, and less with an indirect hit.
 
* A [[Small Launcher|Stun Bomb]] will cause 0-180 points of stun damage with a direct hit, and less with an indirect hit.
* Standing in smoke will cause 1-3 points of stun damage per turn (but see [[Incendiary#Quirks]]).  Tanks, X-COM units wearing a [[Power Suit|Power]] or [[Flying Suit]], and possibly certain aliens are immune to stun from smoke.
+
* Standing in smoke will cause 1-3 points of stun damage per turn (but see [[Incendiary#Quirks]]).  Tanks, X-COM units wearing a [[Power Suit|Power]] or [[Flying Suit]], [[Sectopod]]s, [[Cyberdisc]]s, and [[Zombie]]s are all immune to stun from smoke.
 
* Conventional weapons will inflict a small amount of stun damage on aliens, along with a lot of normal damage.
 
* Conventional weapons will inflict a small amount of stun damage on aliens, along with a lot of normal damage.
  

Revision as of 03:53, 15 May 2006

General Information

A unit's stun damage is displayed as a grey bar superimposed on the red Health status bar. If a unit's stun damage equals or exceeds its current Health, it will fall unconscious, and be temporarily removed from combat. See Unconscious for more details.

Several events can cause stun damage:

  • A Stun Rod will cause 0-130 points of stun damage.
  • A Stun Bomb will cause 0-180 points of stun damage with a direct hit, and less with an indirect hit.
  • Standing in smoke will cause 1-3 points of stun damage per turn (but see Incendiary#Quirks). Tanks, X-COM units wearing a Power or Flying Suit, Sectopods, Cyberdiscs, and Zombies are all immune to stun from smoke.
  • Conventional weapons will inflict a small amount of stun damage on aliens, along with a lot of normal damage.

Stun decreases at a natural rate of 1 point per turn. Stimulants from a Medi-Kit will reduce stun damage by 4 points per dose.

4-space units will never wake up if stunned. Cyberdiscs, Sectopods and Reapers are VERY susceptable to Stun Bombs, because damage from the bomb is applied to each section of the unit. 4-space units can be even be knocked unconscious with the lowly Stun Rod, if poked enough. As an added benefit, the Cyberdisc will not go through its normal detonation sequence if taken down with stun.

(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...)

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