Soldiers: Difference between revisions

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Created page with "== Stats == Each soldier has 6 stats. Hovering over a stat number will display the base value and all bonuses and penalties currently applied. {| class="wikitable" ! Stats ! Effects ! Progress Points |- | '''Time Units''' | Determines combat Time Units (TU) | +10 per TU spent on movement |- | '''Health''' | Determines maximum Hit Points (HP) | +1 per increase in other attributes |- | '''Accuracy''' | Determines weapon Accuracy | +20 per TU spent on firing weapons |- | ''..."
 
 
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== Stats ==
[[File:Starting soldier.png|thumb|350px|A starting soldier]]
Each soldier has 6 stats. Hovering over a stat number will display the base value and all bonuses and penalties currently applied.
== Attributes ==
Each soldier has six attributes that can increase with experience. Hovering over a stat number will display the base value and all bonuses and penalties currently applied.
{| class="wikitable"
{| class="wikitable"
! Stats
! Name
! Effects
! Effect
! Progress Points
! Advancement
|-
|-
| '''Time Units'''
| '''Time Units'''
| Determines combat Time Units (TU)
| Determines maximum Time Units (TU)
| +10 per TU spent on movement
| +10 Progress Points per TU spent on movement
|-
|-
| '''Health'''
| '''Health'''
| Determines maximum Hit Points (HP)
| Determines maximum Hit Points (HP)
| +1 per increase in other attributes
| +200 Progress Points per increase in other attributes
|-
|-
| '''Accuracy'''
| '''Accuracy'''
| Determines weapon Accuracy
| Determines shooting Accuracy
| +20 per TU spent on firing weapons
| +20 Progress Points per TU spent firing weapons at enemies
|-
|-
| '''Strength'''
| '''Strength'''
| Determines Carrying Weight, grenade throw range and resistance to Recoil
| Determines max Carry Weight, grenade throw range and Recoil control
| +10 per TU spent on movement when using at least 80% Carry Weight
| +10 Progress Points per TU spent on movement while over 80% Carry Weight
|-
|-
| '''Reflexes'''
| '''Reflexes'''
| Determines the frequency of Reaction Fire
| Determines melee accuracy and the frequency of Reaction Fire
| +20 per TU unused at the end of the turn
| +20 Progress Points per unused TU at end of turn
|-
|-
| '''Bravery'''
| '''Bravery'''
| Determines Morale effects and resistance to psionic attacks
| Determines Morale effects and resistance to psionic attacks
| +50 per point of Suppression received
| +50 Progress Points per point of Suppression received
|}
|}


Each soldier also has a Carry Weight determined by its Strength. Exceeding Carry Weight will decrease Time Units by 1 for each point exceeded.
===Advancement===
Units will gain +1 in an stat by earning 1000 Progress Points, and you can earn a maximum of 2000 Progress Points per stat per battle. Each stat has a unique way of earning Progress Points, but in general soldiers will level up by using the stat - e.g. shooting at enemies raises Accuracy. Additionally, earning a kill on the battlefield will grant +200 Progress Points to all attributes.
 
Once a soldier has earned more than +5 stat ups in a particular attribute, their gains will start to suffer from diminishing returns and will gradually slow down as follows:
{| class="wikitable"
! Progress
! Cost
|-
| +1 to +5
| 1,000 Progress Points per increase
|-
| +6 to +10
| 1,250 Progress Points per increase
|-
| +11 to +15
| 1,500 Progress Points per increase
|-
| +16 to +20
| 1,750 Progress Points per increase
|-
| +21 to +25
| 2,000 Progress Points per increase
|-
| +26 to +30
| 3,000 Progress Points per increase
|-
| +31 onward
| 4,000 Progress Points per increase
|}
 
Earning a medal will also grant a soldier +1 to all attributes (see below), and as there are 8 medals available soldiers can gain significant stats from these!
 
== Rank ==
Each soldier will have a Rank, determined by the amount of stat increases they have earned across all of their attributes.  
 
The highest-ranked soldier in combat is designated the Mission Commander and provides all other soldiers with a Bravery bonus / penalty for any Morale checks or Psionic defence checks.
{| class="wikitable"
! Rank
! Stat-ups Required
! Bravery if Commander
|-
| [[File:Private.png|25px]] Private || 0 || <span style="color:red;">'''-10'''</span>
|-
| [[File:Corporal.png|25px]] Corporal || 6 || <span style="color:red;">'''-5'''</span>
|-
| [[File:Sergeant.png|25px]] Sergeant || 17 || '''0'''
|-
| [[File:Sergeantmajor.png|25px]] Sergeant Major || 32 || <span style="color:green;">'''+4'''</span>
|-
| [[File:Lieutenant.png|25px]] Lieutenant || 50 || <span style="color:green;">'''+8'''</span>
|-
| [[File:Captain.png|25px]] Captain || 70 || <span style="color:green;">'''+12'''</span>
|-
| [[File:Major.png|25px]] Major || 98 || <span style="color:green;">'''+16'''</span>
|-
| [[File:Colonel.png|25px]] Colonel || 128 || <span style="color:green;">'''+20'''</span>
|}


== Medals ==
== Medals ==
Medals are automatically given to soldiers who distinguish themselves over their career. Each medal will increase all soldier attributes by 1. There are 9 models available for each soldier:
Medals are automatically given to soldiers who distinguish themselves over their career. Each medal will increase all soldier attributes by 1. There are 8 medals available for each soldier:
{| class="wikitable"
{| class="wikitable"
! Medal
! Medal
! Requirements
! Requirements
|-
|-
| Award For Bravery
| [[File:Medal citation bravery.png|25px]] Award For Bravery
| Completed a UFO Crashsite mission
| Completed a UFO Crashsite mission
|-
|-
| Award For Courage  
| [[File:Medal citation courage.png|25px]] Award For Courage  
| Completed a Terror Site mission
| Completed a Terror Site mission
|-
|-
| Award For Valor
| [[File:Medal citation valor.png|25px]] Award For Valor
| Completed an Alien Base mission
| Completed an Alien Base mission
|-
|-
| Crimson Heart
| [[File:Medal crimsonheart.png|25px]] Crimson Heart
| Suffered 30 HP damage during a mission
| Suffered 30 HP damage during a mission
|-
|-
| Crux Solaris
| [[File:Medal cruxsolaris.png|25px]] Crux Solaris
| Eliminated 4 hostile units during the same mission
| Eliminated 4 hostile units during the same mission
|-
|-
| Distinguished Service Medal
| [[File:Medal distinguishedservice.png|25px]] Distinguished Service Medal
| Completed 10 missions
| Completed 10 missions
|-
|-
| Gallantry Citation
| [[File:Medal gallantry citation.png|25px]] Gallantry Citation
| Completed a mission where 50% Xenonauts were casualties
| Completed a mission where 50% soldiers were casualties
|-
|-
| Golden Star
| [[File:Medal goldenstar.png|25px]] Golden Star
| Eliminated 5 hostile units
| Eliminated 5 hostile units
|}
|}
== Combat platforms ==
Combat platforms can be constructed in Engineering once the required research project has been completed. Once constructed they can be used in place of regular soldiers. Combat platforms use their own loadout separate from human soldiers.

Latest revision as of 14:46, 1 April 2026

A starting soldier

Attributes

Each soldier has six attributes that can increase with experience. Hovering over a stat number will display the base value and all bonuses and penalties currently applied.

Name Effect Advancement
Time Units Determines maximum Time Units (TU) +10 Progress Points per TU spent on movement
Health Determines maximum Hit Points (HP) +200 Progress Points per increase in other attributes
Accuracy Determines shooting Accuracy +20 Progress Points per TU spent firing weapons at enemies
Strength Determines max Carry Weight, grenade throw range and Recoil control +10 Progress Points per TU spent on movement while over 80% Carry Weight
Reflexes Determines melee accuracy and the frequency of Reaction Fire +20 Progress Points per unused TU at end of turn
Bravery Determines Morale effects and resistance to psionic attacks +50 Progress Points per point of Suppression received

Advancement

Units will gain +1 in an stat by earning 1000 Progress Points, and you can earn a maximum of 2000 Progress Points per stat per battle. Each stat has a unique way of earning Progress Points, but in general soldiers will level up by using the stat - e.g. shooting at enemies raises Accuracy. Additionally, earning a kill on the battlefield will grant +200 Progress Points to all attributes.

Once a soldier has earned more than +5 stat ups in a particular attribute, their gains will start to suffer from diminishing returns and will gradually slow down as follows:

Progress Cost
+1 to +5 1,000 Progress Points per increase
+6 to +10 1,250 Progress Points per increase
+11 to +15 1,500 Progress Points per increase
+16 to +20 1,750 Progress Points per increase
+21 to +25 2,000 Progress Points per increase
+26 to +30 3,000 Progress Points per increase
+31 onward 4,000 Progress Points per increase

Earning a medal will also grant a soldier +1 to all attributes (see below), and as there are 8 medals available soldiers can gain significant stats from these!

Rank

Each soldier will have a Rank, determined by the amount of stat increases they have earned across all of their attributes.

The highest-ranked soldier in combat is designated the Mission Commander and provides all other soldiers with a Bravery bonus / penalty for any Morale checks or Psionic defence checks.

Rank Stat-ups Required Bravery if Commander
Private 0 -10
Corporal 6 -5
Sergeant 17 0
Sergeant Major 32 +4
Lieutenant 50 +8
Captain 70 +12
Major 98 +16
Colonel 128 +20

Medals

Medals are automatically given to soldiers who distinguish themselves over their career. Each medal will increase all soldier attributes by 1. There are 8 medals available for each soldier:

Medal Requirements
Award For Bravery Completed a UFO Crashsite mission
Award For Courage Completed a Terror Site mission
Award For Valor Completed an Alien Base mission
Crimson Heart Suffered 30 HP damage during a mission
Crux Solaris Eliminated 4 hostile units during the same mission
Distinguished Service Medal Completed 10 missions
Gallantry Citation Completed a mission where 50% soldiers were casualties
Golden Star Eliminated 5 hostile units