Beginner's Guide: Difference between revisions

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Tactical combat consists of turns during which each team chooses what actions its soldiers will take.
Tactical combat consists of turns during which each team chooses what actions its soldiers will take.


The green bar below a unit's health shows its Time Units, or TU, the starting amount depending on the soldier's TU attribute. Each action consumes Time Units. Moving consumes a fixed number of TUs and most attacks consume a percentage of the TU bar. This means soldiers with higher TU are more mobile and versatile but cannot fire more times per turn. Any TU left at the end of the turn will be spent on Overwatch Fire during the opponent's turn. Time Units are replenished at the start of each turn.
The green bar below a unit's health shows its Time Units, or TU, the starting amount depending on the soldier's TU attribute. Each action consumes Time Units. Moving and rotating consumes a fixed number of TUs and most attacks consume a percentage of the TU bar. This means soldiers with higher TU are more mobile and versatile but cannot fire more times per turn. Any TU left at the end of the turn will be spent on Overwatch Fire during the opponent's turn. Time Units are replenished at the start of each turn.


== Medals ==
== Medals ==

Revision as of 13:43, 2 June 2023

Strategy layer

The strategy layer can run at the following speeds:

  • Slow: 5 seconds pass every real world second.
  • Normal: 5 minutes pass every real world second.
  • Fast: 20 minutes pass every real world second.
  • Fastest: 100 minutes pass every real world second.

The blue circle around a base indicates its radar range. If a UFO flies over a base's radar range it will be detected and can be attacked using squadrons. Each squadron can have up to 3 interceptors. Shooting down a UFO will prevent it from causing Panic in the local region and if shot down over land it will enable a UFO Crash Site tactical mission that allows recovering valuable alien technology. Once a squadron reaches an UFO it will bring the following options:

  • Commence Attack: Starts an air battle between the squadron and the UFO.
  • Autoresolve Attack: Automatically resolves the air battle between the squadron and the UFO. If the outcome is not desired the battle can be tried again as a regular air battle.
  • Tail Target: Squadron will follow the UFO until they run out of fuel and can attack at any point.
  • Tail Until Over Land: Squadron will follow the UFO until it travels over land and then re-engage the UFO. This will ensure shooting down the UFO will always enable a UFO Crash Site tactical mission.

Tactical combat

Tactical combat consists of turns during which each team chooses what actions its soldiers will take.

The green bar below a unit's health shows its Time Units, or TU, the starting amount depending on the soldier's TU attribute. Each action consumes Time Units. Moving and rotating consumes a fixed number of TUs and most attacks consume a percentage of the TU bar. This means soldiers with higher TU are more mobile and versatile but cannot fire more times per turn. Any TU left at the end of the turn will be spent on Overwatch Fire during the opponent's turn. Time Units are replenished at the start of each turn.

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:

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% Xenonauts were casualties
Golden Star Eliminated 5 hostile units