The Aquanaut Data screen displays any fatal
wounds. Each fatal wound also reduces an
aquanaut’s Health by one point per turn, so
that it is possible for an aquanaut to die from
a hit received much earlier in the mission. The
Medi-kit can heal fatal wounds.
Stunning
Aquanauts or aliens can be stunned if hit by a
stunning weapon, caught in an explosion blast
or if suffering from smoke or dust/debris
inhalation following an explosion.
You can monitor the effect of smoke/debris
inhalation on your aquanauts by checking the
white bar on the aquanaut’s health bar. If this
advances as far as the aquanaut’s health level,
the aquanaut will collapse, but should recover
a few turns later.
Aliens can also be stunned and carried back to
your craft. However, if they wake up, they will
jump out of the aquanaut’s arms and run
away!
Opportunity Fire
If you end your turn leaving your aquanauts
with enough Time Units to fire a shot, your
aquanauts will automatically fire during the
alien’s turn at any alien who strays into their
line of sight. This is called Opportunity Fire.
Your aquanauts might even be able to take a
shot before the aliens — if the aquanaut’s
Reactions and Time Units are high enough.
There might be several exchanges of fire in
each Opportunity Fire confrontation.
Note: Opportunity fire is crucial to mission
success. Remember to leave your aquanauts
with enough Time Units at the end of their
turn to carry out opportunity fire — use the
Reserve Time Units buttons to do this.
Objective
The mission will be successful when all aliens
have been either killed or stunned. The Alien
Sub’s remains, alien artifacts and alien
corpses are then recovered automatically.
To abort the mission before the objectives
have been achieved, click on the
button
in the Control Bar.
Note: Any aquanauts not on the Triton
transport at this stage will be left behind.
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TERROR FROM THE DEEP
TERROR FROM THE DEEP
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