User Guide
Energy – the aquanaut’s current Energy level.
This will decrease as the aquanaut carries out
energy consuming actions such as walking
through seaweed. The total energy available
will be lowered if the aquanaut receives fatal
wounds to the torso.
Health – the aquanaut’s current Health. This
will decrease as the aquanaut takes hits from
enemy weapons. If the aquanaut has received
fatal wounds, each wound decreases health by
one point per turn. If the health reaches zero,
the aquanaut dies from the wounds incurred.
Fatal Wounds – the number of Fatal Wounds
received by the aquanaut. The Medi-Kit can be
used to heal fatal wounds.
Reactions – the aquanaut’s Reactions. This
determines how effective the aquanaut is at
opportunity fire — taking a shot during the
alien’s turn.
Firing Accuracy – the aquanaut’s accuracy at
firing weapons. This will increase as the
aquanaut gains more battle experience.
Throwing Accuracy – the aquanaut’s accuracy
at throwing objects. This will increase as the
aquanaut becomes more experienced.
Strength – the aquanaut’s Strength. This
affects the distance which the aquanaut can
throw objects.
Morale – the aquanaut’s Morale. An aquanaut
will lose morale if the battle starts to swing in
the alien’s favor. If the morale falls below 50
percent, there is a chance that the aquanaut
could panic.
Bravery – the aquanaut’s Bravery. This
determines the likelihood of morale
decreasing.
Armour Status – the aquanaut’s Armor Status.
This will rise as the aquanaut is equipped with
armor manufactured by your engineers.
Molecular Control Strength/Skill – the
Molecular Control Strength/Skill that the
aquanaut may call upon.
Click on the RMB to return to the Battlescape
screen.
Promotions
At the end of every mission, subject to their
mission performance, aquanauts will be
promoted.
The rank to which the aquanaut is promoted is
dependent on the following:
Seaman – each new recruit begins at this
level.
Able Seaman – in order to be promoted to an
Able Seaman, a Seaman must have had some
combat experience.
Ensign – there is one Ensign per five
aquanauts. If a position is vacant, the best
available Able Seaman is promoted.
Lieutenant – there is one Lieutenant per 11
aquanauts. If a position is vacant, the best
available Ensign is promoted.
Commander – there is one Captain per 23
aquanauts. If a position is vacant, the best
available Lieutenant is promoted.
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TERROR FROM THE DEEP
TERROR FROM THE DEEP
X-COM 2 manual part 2 for PDF 3/4/97 5:03 PM Page 54