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Part 8
XCOM: Enemy Unknown

Part 8

Learn about tactical combat, unit health, movement, cover, and hunkering in XCOM: Enemy Unknown. Essential info for new players.

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Learn about tactical combat, unit health, movement, cover, and hunkering in XCOM: Enemy Unknown. Essential info for new players.

Walkthrough
  1. 1
    Every soldier in XCOM: Enemy Unknown has HP (health points) represented by small, numerous rectangular bars, and two actions per turn.
  2. 2
    When HP bars are depleted, a unit dies or becomes critically injured, receiving a permanent will penalty upon returning to base.
  3. 3
    The larger rectangular bars represent available actions, typically allowing two moves per turn.
  4. 4
    Using most abilities ends a unit's turn, regardless of remaining action bars, unless the ability explicitly states otherwise.
  5. 5
    A soldier can move twice, move once and use an ability/shot, or perform one ability/shot.
  6. 6
    Some classes, like Heavies, can shoot twice, while Assaults can move twice and shoot.
  7. 7
    Abilities like Overwatch and Hunker also end the turn.
  8. 8
    When a unit can move, the ground displays colored transparent layers: blue for one action bar, yellow for two action bars (ending the turn, known as dashing).
  9. 9
    Moving any distance uses an action bar; taking one step twice consecutively ends the turn.
  10. 10
    Holding the left mouse button reveals a grid showing movement tiles.
  11. 11
    Hovering over an area displays a movement path, showing the shortest route, which may lead into hazards like fire or poison gas.
  12. 12
    Moving allows soldiers to reach and take cover.

Half and Full Cover and Hunker:

  • Half cover provides 20 defense, while full cover provides 40 defense.
  • A blue shield icon appears when hovering over a potential move location. A half-full shield indicates half cover, and a fully colored shield indicates full cover, in the direction of the shield.
  • Cover direction is crucial; cover from one direction does not protect against attacks from another.
  • A soldier can have cover from multiple directions, but only receives the defense bonus from the direction of the attack.
  • Hunkering down is an ability that ends a unit's turn and provides a significant defensive bonus.
Tips
  • Research weapon fragments to unlock Beam weapons, starting with the Laser Rifle. Research Heavy Lasers for the Laser Machine Gun and MEC Railgun.
  • Research Alien Materials to unlock Carapace Armor (4 HP), then Skeleton Suit (6 HP). Heavier armor requires studying Alien Power Cores and Elerium, with the best armor unlocked through plot progression.
  • Research Xenobiology after securing good weapons and armor. Capturing aliens alive progresses the plot and increases difficulty. Consider waiting for Mutons to appear before researching plasma weapons unless you specifically need plasma pistols or light plasma rifles.
  • Heavy Troopers are excellent for beginners and make the best MEC troopers.
  • Take as many rookies as possible on early missions to unlock various classes and determine your preferred squad composition.
  • Hover SHIVs are strong frontline combat units, though they can be prone to glitches.
  • Prioritize alien abduction missions offering Engineers as rewards, as they are crucial, provided no nation will abandon the cause if you ignore their abduction.

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