Terror from the Void
A Phoenix Rising Mod
"All that we see or seem,
Is but a dream within a dream"
Edgar Allan Poe
"The fear I saw in her eyes was pure terror: the certainty that death would bring no relief. There is no escape from the indescribable horrors of our recurring nightmares."
Alistair Ashby, Phoenix Project
This Dark Grimoire was conceived in a season of insanity, in the pursuit of things that dwell in the boundary between Science and the Occult.
If you have come across these lines by accident, turn back! Beyond you shall find nothing but curses and spoilers!
Dr. Voland Kandinsky
Miskatonic University, Arkham, MA
August 10, 2022
Last update: April 26th, 2024
1.0 Released!
Steam https://steamcommunity.com/sharedfiles/filedetails/?id=2872311902
non-Steam version: https://github.com/Voland163/TFTV
Wiki Pending:
Festering Skies and Behemoth, Human Enemies, Revenants, Special starts, TBTV, Lota Rework
Contents
- 1 Introduction
- 2 Oneiric Delirium
- 3 Exploration
- 4 Injuries, bionics and mutations
- 5 Diplomacy
- 6 Research
- 7 Infestation
- 8 Pandoran Evolution
- 9 Blood and Titanium
- 10 Legacy of the Ancients
- 11 Festering Skies
- 12 Corrupted Horizons
- 13 Other changes
- 14 Compatibility with other mods
- 15 ***spoilers re Revenant rewards***
- 16 Classes
- 17 Appendix
- 17.1 Weapons
- 17.1.1 Assault Rifles
- 17.1.2 Shotguns
- 17.1.3 Grenade Launchers
- 17.1.4 Cannons
- 17.1.5 Machine Guns
- 17.1.6 Launchers
- 17.1.7 Flamethrower
- 17.1.8 Sniper Rifles
- 17.1.9 Handguns
- 17.1.10 Melee
- 17.1.11 Viral
- 17.1.12 Mech Arms & PDWs
- 17.1.13 Turrets
- 17.1.14 Crossbows
- 17.1.15 Grenades
- 17.1.16 Impossible Weapons (Legacy of the Ancients)
- 17.2 Armor
- 17.3 Mutations
- 17.4 Bionics
- 17.5 Reworked Vehicles
- 17.6 Reworked weapons and modules
- 17.7 Diplomacy
- 17.8 Training Centres
- 17.9 Void Omens
- 17.1 Weapons
Introduction
This mod represents a particular vision of how the game can be improved as far as our current modding capabilities allow. This is to say that, as all visions, it is subjective and not everyone will agree that the game has been improved by these changes, and that we can't change everything we would want to change.
It's also a work in progress.
Phoenix Rising
We are a group of Phoenix Point fans, most of us former members of the Community Council.
Join us on Discord @https://discord.gg/VQXFb6zvbJ
TFTV would not have been possible without Belial jumpstarting the Phoenix Rising community with the Discord server and MadSkunky getting into Phoenix Point modding and teaching the rest of us, and, of course, without their work together on BetterClasses.
It has been a very enriching and fun experience, and it would not have been the same without the atmosphere of spirited but constructive discussion & criticism of our group. Thank you Phoenix Rising friends!
TFTV credits in alphabetical order:
Abincco - Art (original Alistair, Olena and Helena)
Belial - Design & Playtesting
BFIG - Graphics & Proofreading
Dtony22 - Coding (original Delirium perks)
Etermes - Playtesting, Balance, media content
Ikobot - Data Mining & Playtesting
Louis - Narrative
LucusTheDestroyer - Coding (Vehicles)
MadSkunky - Coding, Design & Teaching How To Code
MikeyC - Playtesting & Proofreading
Torinus - Playtesting
Voland - Art, Coding, Design & Narrative
Yokes - Playtesting
Additional closed-beta testing:
- Blathergut
- Linuslim
- Rogue_Wave
- qwerty1234
- zigzagzog
Our gargantuan appreciation to all the folks at Snapshot Games for making Phoenix Point and the fun times in the Community Council and beyond.
And a big thanks for all the encouragement, feedback and patience from our fans!
Features
- New story, told by new characters, some of them from Phoenix Project,
- Integration of all DLC into the base game, both narratively and in terms of gameplay,
- The Oneiric Delirium is back, with all new mechanics: Delirium infection, experimental treatment with adverse side effects and Void Omens,
- Revamped Pandoran progression, aircraft and air combat, Umbra, haven infestation, ambushes, etc,
- Revenants: your dead may return to haunt you, bringing reactive evolution to their new masters,
- Human enemies now organized into units (squads or gangs), each enemy will have a rank and a name, and their leader will have some powerful ability (Tactics),
- A Legend difficulty worthy of its name and a Rookie worthy of its,
- Maximum configurability; play the game on default settings, or change them as you see fit.
Objectives
This project started as an attempt to improve the narrative structure of the base game and its DLC. However, it spiraled out of control rather quickly because in our view narrative has to be told through the gameplay: you can't say there is a terrible viral outbreak but not have any infection mechanics in the game!
Better storytelling
Most of the changes can be traced to this attempt to improve the narrative: a fight against the Third Mist, a strain of the Pandoravirus that is gradually driving the survivors of the previous Mist outbreaks insane.
However, another big set of changes has little to do with narrative and is more about dialing down the meta. This concerns, on the one hand, Pandoran progression, and on the other, the ease and benefits of aggressive exploration.
Pandoran progression
Regarding Pandoran progression, Vanilla attempts to scale it to the player's performance. The way it works is that depending on difficulty, Pandorans get a certain number of Evolution Points per day (100 on Legend, 35 on Rookie). Evolution Points advance alien research, allowing Pandorans to field stronger units sooner. In addition to the fixed amount per day, Pandorans get 10 EP every time they lose a mission, 10 EP every time a nest is destroyed, 20 EP when a Lair is destroyed, and 40 EP when a Citadel is destroyed (these numbers are the same across all difficulties). Therefore, in principle it is better to leave the Pandoran Colonies alone and harvest Haven defense missions to gain resources and rep. To counter this, variable rep penalties for not destroying revealed Pandoran Colonies were introduced at some point, but this had the effect of making revealing Pandoran Colonies unfavorable for the player: the counter to meta begat more meta and so on and so forth.
In TFTV we have removed the bonus EP given to Pandorans for losing missions and colonies. Instead, each colony and infested haven generates a certain number of EP per day. In addition, destroying a Pandoran Colony may remove a Void Omen (a temporary change in base rules that carries advantages and disadvantages for the player). Conversely, there are no rep penalties for leaving revealed Pandoran Colonies alone. However, you may want to destroy them to slow down Pandoran research and remove Void Omens.
Aggressive exploration
As for aggressive exploration, veteran Phoenix Point players will tell you that the best way to get an advantage in the game is to get a second (and then third) aircraft ASAP to explore POI and experience a windfall of resources and goodies. The optimal strategy in Vanilla is probably stealing a Helios on Day 1 and using it to explore the Geoscape with a single naked recruit; ambushes happen once in a blue moon and a naked recruit is cheap to replace anyway.
In TFTV we have made ambushes far more likely and more dangerous, but also added resource crates to them. So if you explore with an insufficiently prepared squad you will not only suffer casualties, but miss on the opportunity of collecting resources and items from the crates, and this is important, as regular scavenging missions have been reduced by half.
In addition, all aircraft, except Anu Blimp, seat 4 less passengers than in Vanilla. To increase the space for units by 4, you need to equip your craft with one of the passenger modules. The passenger modules cost half the resources and take half as much time to manufacture as a Manticore in Vanilla and the cost of all craft in the game has been, in turn, reduced by this amount. Therefore, aggressive exploration, though still possible, is no longer an optimal solution.
Finally, there are a lot of miscellaneous changes and additions, some of them quite significant, but too numerous to mention in this overview (they are however covered elsewhere in the wiki).
Oneiric Delirium
The new strain of the Pandoravirus, spread by the Third Mist, will inexorably advance to its ultimate and sinister purpose unless stopped by the Phoenix Project.
Oneiric Delirium events can directly cause certain effects, such as Stamina loss among Phoenix Project operatives. However, the biggest consequence of Oneiric Delirium events concerns the appearance of Void Omens, the raising of the Delirium cap and Umbra evolution.
Delirium Infection
(Replaces Corruption from DLC4)
Delirium reduces WP by the amount of Delirium a character has. This effect is, in turn, reduced when the character is well rested: each 10 points in Stamina reduces the effect of Delirium by 1. The maximum amount of Delirium a character can acquire depends on the Oneiric Delirium: at first, it's up to a third of the character's WP, later it goes up to a half of the WP and sometime later yet, it can go as high as the character's WP.
Delirium is gained by participating in missions where Mist is present ("Delirium Areas") or suffering attacks from Pandorans with Delirium or Co-Delirium damage.
How to deal with Delirium?
Stamina
A character with full Stamina reduces the effect of Delirium by 4. This is enough to negate the effects of Delirium in the early game, when Delirium cap is low and characters don't have a lot of Willpower
Bionics
Each bionic part reduces the total Delirium the character can acquire by a third and immediately removes that much accumulated Delirium from the character. (So a character with 12 WP and 4 Delirium after installing a bionic will have 0 Delirium, and may not get more than 8 Delirium, or less, depending on the current ODI level).
Mutations
Each mutated body part gives a 2% damage bonus per Delirium point, so a character with 10 Delirium and 2 mutated body parts will deal 40% extra damage with each attack.
Experimental treatment
Over the course of the game you may unlock an experimental treatment that will allow you to use Mutagens to remove all Delirium from an operative, but with a chance of suffering side effects like stamina loss or obtaining a random Delirium Perk from the list below. Delirium Perks will disappear after a random number of missions (the chance is very, very small at first and gets larger until it becomes 1; number of missions depends on difficulty level. Gaining a new Delirium perk resets the timer, but all perks removed together).
List of Delirium Perks
Other
- Mutoids: You may also unlock and choose to incorporate into your squads genetically engineered soldiers, who are immune to Delirium.
- Vehicles: All vehicles are immune to Delirium.
- Mist Repellers: Mist Repellers reduce the amount of Mist on the Geoscape.
Touched by the Void
Some Pandorans are a conduit for something more sinister, reaching out for our world from Beyond the Horizon. As Its power grows, so does the things It can accomplish.
Ruleset: A Touched by the Void Pandoran if attacked, is very likely to gain a special ability
(however, there is a small chance that it will be passed by the Void and lose its Touch, gaining nothing). At first, the only ability it may gain is to spawn an Umbra version of itself on death. However, as the Oneiric Delirium advances, Touched by the Void Pandorans can also gain the following effects:
- Call reinforcements at the end of player’s turn
- Afflict its attacker with Marked for Death (all hits on the character do 10 extra damage)
Umbra
What are the Umbra? Purple phantoms? Oil monsters? Nobody knows for sure, but it seems that they only appear in missions where operatives with Delirium are present and the more Delirium they have among them, the higher the chance of Umbra appearance. In addition, typically the Umbra will only attack characters with Delirium, but can attack all characters in mist. Pl
Void Omens
Void Omens are temporary changes or suspensions of ordinary game rules. There are many different Void Omens; when a Void Omen is in effect, it is shown as a special objective that describes what it does. Typically a Void Omen has a positive and a negative effect for the player: it is an invitation to change your strategy to take advantage of the positive, and minimize the impact of the negative.
Ruleset
A Void Omen has a 90% chance of appearing along with any Oneiric Delirium event that occurs after the first one.
There can be up to 4 Void Omens simultaneously on Legend, 3 on Hero, 2 on Veteran and 1 on Rookie.
Void Omens are removed when a Void Omen is not rolled with an Oneiric Delirium event, when a Lair or a Citadel is destroyed (or a Nest on Rookie), or when a new Void Omen is rolled when the maximum number of simultaneous Void Omens has already been reached.
In all these cases the Void Omen that was rolled the earliest will be removed.
Exploration
Beyond the havens, it's a dangerous world, but you need to go out there to gather supplies. Any exploration can result in an ambush, but you will always find some resources in those missions: going after them is what got your team ambushed in the first place!
Passenger modules
All aircraft, except Anu Blimp, seat 4 less passengers than in Vanilla. To increase the space for units by 4, you need to equip your craft with one of the passenger modules. The starting Manticore comes with the FAR passenger module, which also (very slowly) recuperates the Stamina of all those on board. To manufacture additional FAR modules, you need to research the corresponding technology, which is unlocked after you research Phoenix Archives. There are two additional passenger modules that you may unlock in the course of the game.
You will notice that the passenger modules cost half the resources and take half as much time to manufacture as a Manticore in Vanilla. The cost of all craft in the game has been, in turn, reduced by this amount. Therefore, a Manticore now costs only half the amount of resources and takes twice as fast to be manufactured.
The aircraft have a modular design, and you will want to use some of them for interception (and trading), and others for exploration (because of the risk of ambushes) and transporting operatives to tactical missions.
A few tips
- Exploring unknown locations with an undermanned or under equipped team will likely result in total loss, and the opportunity cost of not being able to gather the resources and items that you need for your war effort,
- ambushes are tough because infinite and substantial waves of enemy reinforcements will start arriving almost immediately; if you are not confident about your chances, don't try to get to every crate,
- vehicles are very useful for exploration; they are resilient and have plenty of cargo space.
Injuries, bionics and mutations
Operatives that suffer a crippling injury (get a limb disabled during combat) will have their Stamina reduced to 0 after the combat. So will the characters who receive a bionic prosthetic or a mutation. In addition, be mindful that the Factions may react negatively to your choices regarding augmentations (who doesn't like mutations? Who doesn't like bionics? Wink-wink, nudge-nudge)
Diplomacy
All penalties to the attitude of the different factions towards Phoenix Project have been doubled, and doing story critical missions to take the diplomatic relationship with a faction to a supportive, aligned or allied level normally carries substantial penalties with the other factions.
Whenever a faction offers you one of those missions, you will have the option to postpone it. This will cost you some (4 - 8) rep with the offering faction, but will avoid angering the other factions. You will be offered to do the mission again once your rep with the faction recovers to the required threshold.
It is still possible to get allied with all the factions, but it will take considerable effort. More realistically, you may aim at being allied with one faction, on good terms with another and on being barely friendly (or even hostile) with the remaining faction.
Pay attention to the choices in exploration and haven events, and consider them in light of your overall strategy.
Research
There are many changes to research. A lot of text was adjusted due to story changes, and some technologies have been switched or moved around their research trees. The biggest change concerns Reverse Engineering: now reverse engineering an item grants access to the underlying research. For example, reverse engineering a Deimos Assault Rifle allows researching Laser Weapons. The cost in RP of Reverse Engineering has been adjusted so that getting access to the underlying technology has the same RP cost, regardless of the item that you have reversed engineered.
This is another way of obtaining faction research, in addition to stealing it, gaining access to it through Diplomacy or purchasing it at the Bazaar.
Infestation
Havens destroyed in the mist have a chance of becoming infested instead.
Infested havens give Evolution Points to the Pandorans (20 per day). Completing an Infestation mission will grant you some resources (similar to what you would get for a high-level haven defense mission), a lot of mutagens and an item from the Living Weapons pack. The haven will be destroyed, but some survivors maybe able to flee to friendly nearby havens.
The Behemoth and its flyers no longer infest havens. Also, Corruption of the Mind event/mission has been removed.
Pandoran Evolution
Pandorans get a certain number of Evolution Points per day depending on the difficulty chosen by the player and additional Evolution Points depending on the number and type of surviving Pandoran Colonies (10 for nest, 20 for lair, 30 for Citadel) and infested havens (20). Pandorans do not get any EP for losing missions or colonies.
Blood and Titanium
- Added different options to most events/missions, allowing different outcomes.
- Bionics reduce Delirium (see Delirium)
Legacy of the Ancients
- Umbra decoupled from DLC (see Umbra).
- Project Glory is unlocked activating three bases or visiting "Rise by Sin, by Virtue Fall" location.
- Extracting exotic materials is not necessary, taking control of any antediluvian site(there are six) is granting resources.
- Schemata story & missions changed: all Schemata missions replaced by a single mission (Kaos Engines Second Mission).
- Gaining control of one Living Crystal and one Protean Mutane site unlocks a research chain theat leads to the Yuggothian Entity.
- Yuggothian Entity research unlocks virophage weapons research.
Festering Skies
Besides changes to story, which will not be covered here in detail, a number of other significant changes have been introduced to DLC3.
Hammerfall
In TFTV, an asteroid hits Earth (instead of an egg) (so please ignore the second half of the cutscene with the Behemoth egg).
Because it's an asteroid, if it happens to fall on or very near a haven, it will destroy it. It will also affect nearby havens, making them lose some population and damage their buildings, the effects falling off the farther the haven is from the impact.
You can see which havens have been affected and how in the in-game log.
The Hatching
The Hatching (the Gift in Vanilla) becomes available towards the last third of January (the exact time and date is chosen at random within a range), and has to be completed within 5 days. Once the mission is completed or sometime after the timer to complete it expires, the Behemoth will make its appearance.
The Behemoth
The Behemoth will only attack havens that have been visited by one of its flyers and have returned to the Behemoth. For most of the game, the Behemoth will not destroy havens, but only damage them (causing some population loss and damages all the buildings, preventing trade, recruitment and raiding, therefore also reducing its defenses). The Behemoth will never infest havens.
To prevent the Behemoth from targeting the havens you should destroy the Pandoran flyers before they can return to the Behemoth.
However, it will not be possible to destroy the Behemoth until late in the game.
Air combat
The Pandoran flyers have been nerfed and researching aerial weapons and defenses has been made easier (generally the technology that in Vanilla permitted researching some weapon or module now directly allows to manufacture it).
In addition, the Berith will not appear until later in the game and the Abbadons much later still.
The purpose behind these changes is to make the minigame and everything connected to it as quick and painless as possible for the player: you have to make sure that you have enough aircraft to intercept the flyers, but you are not expected to excel at the minigame.
Corrupted Horizons
- Delirium infection replaces Corruption (see Delirium),
- Questline (and story) revamped:
- Acherons appears after Pandorans get Lairs,
- Acheron autopsy triggers A favor for a friend,
- Completing A favor for a friend unlocks Mutoid research and Catch the Runner mission,
- Completing Catch the Runner unlocks Specimen 2 research and Vita grenade research,
- Specimen 2 research unlocks Experimental Treatment,
- Destroying the Behemoth removes Delirium from all operatives that do not have Mutations and clears the Void Omens list.
Other changes
Base scan
Pandoran colonies no longer auto-revealed within range of base scan, instead increases chance of revealing them.
Medbay
Medbay heals 16 HP per hour
Marketplace
Reworked Kaos Weapons, new unique Merc soldiers, factions technologies for a tidy sum and the most important, completely reworked vehicles and their modules with new unique abilities!
Also the cutscenes have been removed, all missions are deemed completed as soon as the Market is encountered, and duplicate items are no longer sold. In addition, the Marketplace will not offer to sell a Kaos weapon that is already in possession of the player. Can only acquire vehicle modules for Armadillo/Aspida once factions have researched corresponding vehicle.
Poison
Poison reduces accuracy by 50% and subtracts 3 WP each turn
Acid
- Acid no longer does x2 damage to Bionics, but when acid does damage to a bionic body part/vehicle element, it disables it for a turn
- Synedrion Advanced Nanotech now gives access to a consumable (Nanotech Fieldkit) that removes all negative status effects, including acid. Nanotech buff effect that reduced all incoming DoT damage is removed.
- Most acid damage from Pandorans was reduced by 10.
- Acid res vest tech unlocked with Acidworm research.
Goo
New Goo mechanics: characters without goo immunity hit by goo or start their turn in goo receive the Slowed status (reducing their speed to 25%). In addition, moving through goo without goo immunity has 2x movement cost.
Food and Mutagen harvesting
- You can no longer kill Pandorans to get mutagens, but any aliens in Containment will generate mutagens every hour as long as you have a Mutation Lab.
- Resource rewards for autopsies now always give some Mutagens. Mutagen harvesting research removed (functionality now unlocked with Mutation Technology, and Mutation Technology is also given after researching Mutoids).
- Rendering Pandorans for food now requires a functioning Food Production facility and takes time; each facility can hold up to 250 units for processing and process 50 units per day.
- Food production facility can now be built on game start, and Fungus research increases output by 50%.
Compatibility with other mods
TFTV already contains mods such as BetterEnemies, Grenade Throw Range fix. After vehicle rework is no longer compatible with BetterVehicles. It may work with other mods as well, but that is not likely. The mod affects a huge number of game mechanics and the probability of errors when trying to combine it with other mods is very high.
***spoilers re Revenant rewards***
To trigger the questline you need to first capture a Revenant. That will give you access to the Revenant research project.
After this you need to kill or capture a number of Revenants (exact number will depend on whether they are Mimic, Dybbuk or Nemesis: you need to score 15 pts, each Mimic giving one point, a Dybbuk giving 5, and a Nemesis giving 10).
Once you kill enough Revenants, a new research will become available, Project Osiris. Once you complete it and as long as you have a bionic lab or a mutation lab, there is a chance that one of your soldiers who dies during a mission can be resurrected and given a new artificial body. The chance is highest for soldiers who have more kills and number of missions. New soldiers have 0% chance.
Classes
Terror from the Void includes complete overhaul of each of the vanilla 7 classes (Some of you may be familiar with it from our previous mod Better Classes). The changes to soldier classes and mechanics will be covered below.
When you hire your soldiers there are two rows of perks to them. First row is the upper one, next to class icon. Underneath it there is a second row, which is actually called Third Row, because once you Multi-class your soldier this row will move down, making space for the secondary class perks.
The way TftV uses this “Third Row” is different from vanilla. In the Mod we use all 7 spots for perks, but also change how those perks are acquired in order to shape every soldier into something unique and flavourful.
Third Row in TftV consist of 4 components
- Background Perks
- Faction or Origin Perks
- Proficiency Perk
- Class Perks
- Background Perks
- Acquired on level 1 for free and on level 5 another perk can be purchased.
- Are randomized, chosen from a pool of 20 possible perks.
- Have flavor text that tell something about the post-apocalyptic world of Phoenix Point.
- Usually buff stats or give resistances to some kind of damage.
List of Background perks
- Faction/Origin Perks
- You will unlock those perks on levels 2 and 7.
- Fixed, based on the Faction this soldier originally belonged to.
- There are 4 different sets of perks, one per faction (Phoenix Point, Disciples of Anu, New Jerico and Synedrion).
- Every Elite class (Priest, Technician, Infiltrator) gain unique perk on level 7 effectively making this slot an extension of their class abilities.
- Can be quite powerful if you build your soldier around them.
- Proficiency Perk
- Unlocked on level 4.
- Gives you an option to use another weapon.
- Chosen randomly from a pool of proficiencies with exception of those already available to this class.
- Class Perks
- Located on levels 3 and 6.
- Are the extension of your original class and every class have unique set of such perks.
- Usually have something to do with class related equipment and are very powerful, to ensure that every multi-class combination plays differently.
Factions
PHOENIX POINT
The theme of Phoenix Point is toughness and resilience. Recruits of Phoenix Point are good for beginners as they revolve around survival and boosting characteristics, maximising effectiveness of the chosen class.
- Level 2: Die Hard (Passive)
- When you receive a killing blow, there is a chance, based on enemy's attack power, that you will survive with 1 HP left. All negative effects are cleared from you and limbs restored.
This will help your favorite soldiers survive whether it’s due to bad luck or tactical mistake. It’s especially useful on high level recruits when combined with Project Osiris.
- Level 7: Battle Hardened (Passive)
- Gain +2 to all primary stats, +4 Perception and +10% accuracy.
Normally PX recruits come with slightly lower stats than faction recruits. This can help amend this, especially when you use Training Centers later in the game, so your fresh trainees can jump straight into combat.
DISCIPLES OF ANU
DoA are reckless, fearless and fanatical. Therefore their abilities often revolve around putting themselves in risky situations.
- Level 2: Breath Mist (AP: 2; WP: 0):
- Consume Mist in 3x3 tiles restoring willpower.
This can be more effective than Recover in dense mist areas and is most effective later in the game, when there is a lot of mist. Priests can use this to maintain Mind Control (Recover is not available when mind controlling), Berserkers can Breath Mist for 1AP when under effects of Adrenaline.
- Level 7: Sower of Change (Passive)
- Return 25% damage you receive as Virus to the attacker.
Most enemies will go out of combat for 2 turns after attacking Anu soldiers with this ability. This makes some otherwise risky strategies worth attempting, as you can disable one of the attackers by spending some of your HP. Additionally, this can be used strategically in combination with Priests’ Psychic Scream and Lay Waste abilities or weapons with Viral or Psychic damage. Keep in mind that disabling an enemy’s head can lower its willpower allowing for Viral damage to trigger panic faster. Especially effective with Berserkers who can use Regeneration Torso to restore HP and Ignore Pain ability to further help with damage control.
NEW JERICO
The theme for New Jerico is “police brutality”, their skills are aimed at terrorising and suppressing the enemy.
- Level 2: Takedown (AP: 1; WP: 0)
- Deals 80 Damage and 160 Shock to the target. Replaces Bash.
Compared to Bashing, Takedown does very high Shock damage and average regular damage. The normal damage effect is roughly equivalent to using a 5 weight weapon to bash with STR 24. However, the combined effect is on par with Bashing a 5 weight weapon with STR 35. Important advantages of Takedown are:
- Does not damage your weapon.
- Can be used with 1H items such as Grenades and Medkits.
- Damage does not depend on the item weight.
Takedown can be highly effective for all kinds of recruits, especially powerful early in the game, where lots of melee or human enemies are present. Highly effective with Heavy class jet jump as an analogue of vanilla “Brawler” passive.
- Level 7: Punisher(Passive)
- When you kill an enemy his allies lose additional 2 Willpower.
This can be used with Assault class’ Rapid Clearance ability to quickly lead to mass panic among enemy ranks. Consider that killing small enemies such as worms, which normally don’t incur willpower loss, trigger this skill too. It can also be very powerful with Heavy class, when using Explosives and Boom Blast, allowing you to kill multiple enemies with one shot. Snipers can also take advantage of this using Kill Zone and Inspire, simultaneously reducing enemy willpower and boosting allies.
SYNEDRION
The theme of Synedrion has been changed a couple of times, but generally they are protectors, healers and guardians. That’s what their skills are about.
- Level 2: Overwatch Focus
- Passive - Your shots during Overwatch gain +50% accuracy.
Great on Snipers, Synedrion’s trademark, and creates a natural combo with OW Focus and Kill Zone. However, Assaults with Synerdion Laser Rifle can also benefit a lot, landing accurate shots across the map.
- Level 7: Endurance (Passive)
- Recover restores 75% WP (instead of 50%) and removes Acid, Poison and Bleeding.
This can be very helpful on your Bionic Augmented soldiers as Acid is the real bane of those, but effective on just about anyone.
Assault
Proficient with assault rifles and shotguns (complete list here)
Assault’s role is the “finisher” or “sweeper”. This is your bread and butter when it comes to dispatching a horde or weaker enemies. With every level he will become slightly better at what he does.
Assault plays best at close range but has formidable options at mid range such as Grenades or Deimos AR. Using Ready for Action, this class can take advantage of extra inventory items and extra proficiency like no other.
It’s a very stat hungry class. Perks such as Hard Labor or Mutations (such as Resistor Head) which increase your stats can be very beneficial to the Assault.
Quick Aim
The AP cost of the next shot with proficient weapon is reduced by 1, but suffer -30% Accuracy. Limited to 2 uses per turn
AP: 0, WP: 3
This adds a lot of versatility and allows you to shoot/kill more enemies per turn. You can reduce the accuracy penalty by moving closer to the target, equipping accuracy boosting gear or multi-classing into a Sniper, which can offset the penalty at longer ranges with the Master Marksman skill.
Kill'n'Run
Once each turn move up to 7 tiles after a kill
Passive Skill, that creates an Active Skill on a kill
This can be used both offensively and defensively. For offense it’s a great compliment to Rapid Clearance skill, allowing you to kill-move-kill without wasting AP. Defensively, it allows you to approach the enemy to aim your shotgun at the vulnerable part and then have free movement to get into cover.
Ready for Action
Reloading and inventory management costs 0 AP
Passive Skill
This is useful for moving grenades from the backpack to the quick inventory slots which synergises well with Quarterback at level 3. As in vanilla, you can take advantage of this perk by positioning the operative in the middle of a group of soldiers. It is possible to move items between them and to reload their weapons for free. This is useful when, for example, attempting to paralyze a large Pandoran you can toss a single Neuraliser around.
Onslaught
Refunds 2 AP to another operative within 10 tiles, can only be used once per turn by the same soldier
AP: 2, WP: 4
This can be used several times by different operatives on the same soldier (this is known as ‘Cheerleading’), for example to maximise the utility of AP discounting skills such as Boom Blast or Adrenaline Rush.
Rapid Clearance
Until End of Turn: After killing an enemy next attack costs -2 AP
AP: 0, WP: 5
The big change from Vanilla is that this skill no longer generates AP, but provides an AP discount instead. This makes your AP expenditure extremely important. For example, it’s preferable to start the chain with Quick Aim using only 1AP to kill your first target. Then you will still have 3AP + Kill’n’Run to move around. Berserker’s “Killer Instinct” skill can be very powerful coupled with Rapid Clearance. This can be particularly powerful coupled with other WP affecting abilities such as Inspire or Punisher.
Assault Class also gains the following Class Perks in the 3rd row:
Quarterback
25% bonus grenades effective range and +2 Speed
Passive Skill
This helps a lot with stat starvation Assault class faces early in the game. The range boost to grenade throwing overcomes the limitations with low STR values in the early game (particularly at higher difficulty).
Aimed Burst
Shoot your Assault Rifle twice with +30% Accuracy
AP: 3, WP: 4
This creates a choice between spending 2 AP to move and QA shotgun vs staying at range and using your Assault Rifle to kill the enemy. It can be used as your first action to kill an enemy then use Kill’n’Run to move close to the second enemy and QA Shotgun. It can also be very effective at disabling limbs. A good example is Bulldog vs Siren: Against Screamin Head (armor 20) basic Bulldog can disable its head with one use of Aimed Burst. Against Buffing Head (Armor 30%) it will disable the head if at least +10% dmg (e.g., Vivisection) is applied. The skill itself is unaffected by Quick Aim AP discount.
Heavy
Proficient with cannons, machine guns, launchers and mounted weapons (complete list here)
Heavy role is “tank” both in terms of toughness and firepower. Someone who can stand at the frontline and project a powerful presence. Heavy is incredible at withstanding enemy attacks and has great area damage. His level ups represent this strengths.
This class plays best in the frontline, but he can often stay behind with his Grenade Launcher only to Jet Jump into the thick of battle next turn. His return fire ability is a great asset to any class.
Heavy most important stat is the STR. You can even play without SPD at all as Heavy can trade willpower for movement using Jetpack. Squatter perk is really useful on the Heavy, on the other hand Hard Labour perk is unattractive due to perception penalty and therefore hindering his Return Fire ability.
Note that Heavy class has great utility for Heavy Torso Armor such as Phoenix Point’s Golem-B or New Jerico Anvil armors, so it is not recommended to mutate or augment your torso. It also means that recruits resurrected by Project Osiris can lose some of their utility or render perks like Jetpack Control useless.
Return Fire
Once per turn you can shoot, using proficient direct-fire weapon, at any attacker within ½ your perception range.
Passive Skill
The shot is taken at any attacker, even if the heavy himself is not the target, as long as the enemy falls within half your perception range. High perception and especially nightvision are very important on the heavy, so you can greatly benefit from Volunteered perk here.
Hunker Down
Gain 10 Temporary Armor until your next turn. Ends Turn. Your first attack next turn costs -1 AP.
AP: 1; WP: 2
This can be used to counter acid later in the game. Ends turn, preventing you from accessing inventory and switching weapons until the next turn. So, for example, if you forget to switch your Grenade Launcher to Machine Gun your Return Fire will not activate.
Skirmisher
If you take damage during enemy turn, your attacks deal 25% more damage until end of turn
Passive
Only activates if you take damage during enemy turn, so you cannot shoot your own heavy to buff his damage. Skirmisher kicks in immediately after you take damage so it makes your return fire more powerful if you are the target. Is extremely potent with multi-hit attacks such as Rage Burst or AoE explosions hitting multiple enemies, which in turn is even more devastating with Boom Blast.
Shred Resistance
Shredding Damage is reduced by half
Passive
Makes your heavy armor significantly more durable during late game, where most Arthons have high Shred Value. Allows you to tank some of the most powerful attacks in the game, such as Scylla Blaster (Better Enemies version) and explosive Chirons.
Rage Burst
Shoot 5 times across wide arc with +150% accuracy bonus
AP: Uses weapon attack cost, WP: 5
What this skill offers is shooting the target multiple times for the same AP cost, but without being able to freeaim and expending excess ammunition.
Though you aim with a cone, you actually have to select a target (as you move the cone, once it locks onto an enemy you will see a red square under it and the cone will start swaying, following the idle animation of the critter).
Accuracy on this attack is greatly improved from Vanilla, but its still not spectacular against enemy groups (however it can still be used with decent effect on them: https://youtu.be/GNNRzLQgQcg).
It is extremely potent against Large targets such as Acherons, Chirons and specifically Scylla. It may take some time to understand how aiming works to maximise the effects though.
Beware of obstacles between you and the target, as some scenery pieces are surprisingly resilient (or indestructible).
Heavy Class also gains the following Class Perks in the 3rd row:
Jetpack Control
Use your jetpack to Jump 14 tiles
AP: 2; WP: 3
Limited to one use per turn
Can be used to jet jump and attack with 1 AP weapon (such as Fury ML) and still have the AP to Hunker Down. However its best used with extra proficiency or multiclass allowing to attack with 2AP weapons such as Melee strikes, Shotguns or Stomp if you have the Leg Mutation. If you used Hunker Down on the previous turn, Jetpack Control can be used to move and then shoot with your Machine Gun.
Boom Blast
Until EoT: Explosives gain +50% ER, in addtion Rocket and Grenade Launchers cost -1AP.
AP: 0; WP: 4
The wording on this can be slightly misleading: the skill only affects AP of Launchers like Goliath GL, but not regular grenades. The skill is particularly powerful when paired with damage bonuses from Mutations or Skirmisher as explosions will disable multiple bodyparts more reliably, heavily cippling enemies within the blast.
Sniper
Proficient Sniper role is fire support, their abilities revolve mostly around overwatching and softening enemies for their allies to take down. They can be incredibly helpful against high priority targets.
Snipers play best at long range, but can also be very good at close distance. With high focus on multiple Overwatch and Handgun shots, they can deal more damage per AP than any other class, which is especially powerful with paralysing weapons.
Snipers stat distribution is fairly even, but they are also not very demanding stat-wise, freeing space for buying skills or multi-classing. Great perks for sniper would be anything that increases perception or stealth. As you can only use 1AP to shoot they can also be a good healers.
Extreme Focus
Overwatch cost 1AP
Passive
As opposed to Vanilla, sniper no longer has to be stationary at all times. Finding the right angle and position is very important, as OW shots can miss or hit an obstacle. Synedrion Snipers are particularly great due to Overwatch Focus perk that boosts accuracy on OW shots. If you rolled Shotgun or Heavy Weapons proficiency it can be more profitable to set up a cheap OW shot with those instead, for example, when taking care of an Umbra.
Armor Break
Gain +15 Shred with the next attack with direct-fire projectile weapon, divided and rounded up by the amount of projectiles for burst weapons and shotguns
AP: 0; WP: 3
Does not affect explosives or melee weapons. This Shred value is additive to the existing Shred value of the weapon. Note that this Shred is distributed across the entire shot, so if you use Shotgun with 10 pellets, each pellet will receive 2 points of Shred therefore exceeding the maximum 15 Shred. This ability also combos with Gunslinger ability granting 15 shred to _each_ shot, or more if you use Nergal's Wrath Handgun. Invaluable when trying to Shred high armored targets such as Scylla or enemy Heavy.
Master Marksman
Accuracy with a proficient weapon is increased by 30% while there are no spotted enemies within 10 tiles
Passive
Is more effective with weapons that are already highly accurate and with gear or abilities that boost accuracy such as Stability, Aimed Burst or Rage Burst. It can also be used to offset penalty from skills like Quick Aim.
Inspire
Killing an enemy grants allies 1 additional WP
Passive
This is very useful to replenish WP of the other operatives in the squad by killing small enemies such as worms, eggs and Mindfraggers, especially when using area of effect attacks against them. Naturally will synergise nicely with any “on-kill” effects, such as Rapid Clearance.
Marked for Death
Increases damage suffered by the target by 10 from each hit until the end of the turn
AP: 0, WP: 4
This skill is very effective in multiplying damage to a target from burst weapons, especially shotguns and the Deceptor MG. The longer the burst (and the more bursts the target will receive) the more utility can be obtained from this skill.
However, it is not worth it to use it to increase the damage from single shot weapons, like sniper rifles. For the raw Sniper Class it is worth using MfD against unarmoured enemies with Sanctifier HG, which in turn can be combined with Gunslinger ability to achieve 15 burst per AP.
SNIPER Class also gains the following Class Perks in the 3rd row:
Gunslinger
Shoot handgun 3 times at -50% accuracy
AP:Uses weapon attack cost ; WP: 4
Is highly effective with Hera NP-1 (paralysing handgun), but can also be used as an alternative to Armor Break with Nergal’s Wrath HG.
Kill Zone
When you take an Overwatch shot you fire twice at the target
Passive
Combined with Extreme Focus this turns sniper Damage from underwhelming to top tier. Using Synedrion recruits for OW Focus ability further enchances its efficiency. Remember to position your OW cone properly to avoid hitting obstacles.
Beserker
Melee fighters by default but you can use them in variety of roles ranging from tank to glass cannon. They especially excell at dueling high priority targets such as enemy Heavies, Sirens or even the deadly Scyllas.
Thematically they are very similar to D&D Barbarian, able to “rage” for a limited time, burning through Willpower quickly, but left winded after.
Stat-wise they are very demanding, so despite some great synergy they have with Assault Class, building such an MC can be challenging.
Dash
Move up to 1/2 of the movement of the character. Limited to 2 uses per turn
AP: 1; WP: 3
Migrating from Vanilla Assault to TftV Berserker it helps the latter to effectively engage enemies and melee and, if needed, escape to safety. As Dash scales with SPD stat it’s highly effective to stack +SPD armor, perks and abilities (such as Frenzy).
Note that enemy Berserkers also get this skill and will use it without hesitation
Close Quarters Evade
Attacks from enemies within 10 tiles deal 25% less damage
Passive
Since most shooting enemies use burst weapons, this can be extremely effective when combined with heavy armor. Naturally its very useful combined with any kind of skill that work with retaliation such as Tentacle Riposte, Return Fire or Sower of Change.
Bloodlust
Damage and movement are increased proportionally to the health lost up to +25%
Passive
The proportion of the lost HP is not derived from total (vanilla), but from HP above 50%. This means that you gain maximum +25% bonus at half HP.
Ignore Pain
Disabled body parts remain functional. Cannot Panic
Passive
As of now, picking this skill prevents loss of post mission stamina due to limbs lost on tactical (as “loss” is never actually triggered). Note that Mind Control Immunity has been removed, so combining it with Priestly Screaming Head or Augmentation Clarity head is the way to “restore” it back to how it used to be
Adrenaline
Until EoT one-handed weapon and all non-weapon, non-movement skills cost 1AP. Cannot use recover.
AP: 0, WP: 5
This is primarily useful for Melee Weapons and Grenades, however there are number of Skills that benefit from this, such as Stomp, Tentacle Strike, Medkits and Stimpacks, Lay Waste, Remote Control, Spider Drones. Can be especially powerful later in the game combined with Breath Mist, allowing to recover large portions of WP for single AP. Onslaught or Aspida “Stim Spray” abilities basically double efficiency when combined with Adrenaline.
Note that Scyther is 2-handed melee weapon and does not benefit from this.
BERSEKRER Class also gains the following Class Perks in the 3rd row:
Gun Kata
Take a shot with your Handgun for free. Limited to 2 uses per turn.
P:Uses weapon attack cost ; WP: 2
This is useful for disabling enemy limbs early on, preventing enemies from retaliating, finishing them off or lowering their willpower (for example when using Viral mace). It can also be highly effective with Hera NP-1, able to paralyse or cripple many of the early game enemies at no AP cost at all.
Killer instinct
At the beggining of your turn, if there is an enemy within 5 tiles your next attack costs -2AP
Passive
Increases soldier efficiency when used to melee, however its function stretches far beyond that, allowing double shots with heavy weapons or (basically) extra shotgun shot. This can also be of great use to Assault with Rapid Clearance. The best synergy is crowd control tools, for example standing near paralyzed, dazed or paniced enemy every round.
Infiltrator
We have moved from the D&D Rogue fantasy into something more control-oriented. Unlike Priests Inflitrators do not focus on single target control, rather, they sow chaos and disarray in enemy ranks, messing with enemy AP or targeting.
The preferred range for Inflitrator is medium. They can’t perform most of their skills at long range, but being Stealthy they dont want to get too close either.
The infiltrator requires high mobility and stealth, so anything that adds to these stats helps. Naturally, Tunnel Rat is the best perk you can get for this class.
Surprise Attack
Attacks from behind gain shock damage equal to 5 times the damage dealt
Passive
Recived major buff going from x3 to x5. Note that behind refers to the position of Infiltrator relative to the target, so explosives hurled over the enemy head will not inflict shock damage. On the other hand as long as the enemy is backturned towards you it does not matter where the grenade lands. The shock value is high enough to daze almost any enemy even with the basic Crossbow. Using Sniper Rifle you can daze Sirens.
Deploy Decoy
Deploy holographic decoy at the chosen location. The decoy is treated as a real target by all enemies
AP: 1; WP: 4
Its crucial to understand that AI is likely to pursue low armoured and or low hp targets, consider this when deploying Decoys as it fully mimics your equipment. Wearing heavy armour, your decoy would likely to be ignored by the enemies. However basic Infiltrator gear has low armor value, making decoy a juicy target for AI.
Neural Feedback
Gain 2AP the first time you daze an enemy
Passive
Intended but in no way limited to be used with Surprise Attack, it opens up for a lot of combinations. Using Berserker with Adrenaline you basically refund your attacks from behind. Another powerful applications of this are Stomp and Kydemos grenade which allow to refund multiple AP in one use. Something like Slamstrike Shotgun is very potent at dazing targets at range allowing you to bypass the backturned requirement.
Jamming Field
Enemies within 10 tiles have 50% fumble chance with firearms
Passive
Particularly powerful against humans and works both ways: beware of Boss infiltrator enemies (Enter Synedrion on Legend for example).
Parapsychosis
Target human-sized enemy within 12 tiles becomes Wild
AP: 1, WP: 6
This can be very potent used as recon, go in hidden, turn one enemy and enjoy them slaughering each other as the rest of your team advances. The WILD faction turn comes right after yours. When used in the thick of battle remember that the same targeting rules apply for AI as Decoy. So, for example, Jet Jumping near some enemies and casting Parapsychosis can be very strong, as not only the enemies would avoid shooting your Heavy, but also you are likely to trigger return fire killing two birds with one stone
INFILTRATOR Class also gains the following Class Perks in the 3rd row:
Vanish
Move within 5 tiles and disappear from view until the end of turn or is revealed by contact with mist
AP:1 ; WP: 3
Can be used to enable Saboteur effect. This effect ignores 5-tile auto-detection rule. Remember that effect only lasts until the end of your turn, so unless you move to a position where enemy cannot detect you you are likely to be detected once your turn ends.
Spider Drone Pack
Deploy 3 spider drones with one action
AP:3 ; WP: 3
A great way to distract enemies by presenting them with three convenient targets. It is most effective when used combined with Saboteur. The spiders come without AP but If you multiclass into Technician you can Remote Control them on the same turn (however you will only have AP to do so if Saboteur effect is active)
The INFILTRATOR gains addition skill on LEVEL 7 if recruited from Synderion faction:
Saboteur
Passive
When you are hidden AP cost of non-weapon and non-movement skills and spider drone skills decreased by 1 AP
Vanish can be used to achieve this effect instantly (at the cost of 1AP). Affects many skills, including medkits, some of the technician and priest skills, frenzy, neural disruption etc. Also allows to access inventory for free in a similar way Ready for Action of the Assault Class works.
Technician
Technician is all about support and as he levels up his abilities to help your squad grow immensely. He is also the only class which can assist your Vehicles and here is one of the differences from Vanilla: the “mechanic” theme is reserved for main class technician only.
This class prefers to be somewhere at mid-close range, as his weapons are not very accurate and also his mechanical arms can Daze the enemies or harm robotic enemies with EMP attack. He is also best to be kept around your group where you can apply powerful healing abilities. One interesting option is to multi-class Technician into Priest with Synod or Frenzy head mutations, offering incredible support options.
“Nurse” perk naturally synergises very well with Technician. Another useful perk is “Squatter” because he tends to carry a lot of stuff in his backpack.
Fast Use
The action point cost of medkits, stimpacks and robotic arm abilities is reduced by 1.
Passive
This gives your robotic arms an AP discount allowing to heal or strike cheaper. It also discounts Stimpacks and Medkits as stated in the description, so you could take advantage of that in situations where your torso is mutated and you dont have access to mechanical arms equipment. In that scenario assault Ready for Action skill can be useful. Also this can synergise with Infiltrator Saboteur skill
Electric Reinforcement
Give yourself and allies within 10 tiles a bonus of 10 armor for 1 turn. This effect does not stack
AP: 1, WP: 3
While it does not stack with itself, but it does stack with Heavy Hunker down. Useful to block acid from damaging HP. Particularly strong against the enemies with burst weapons such as Miniguns, Assault Rifles or Shotguns. However keep in mind, that the shredding from enemy attacks is applied to your real armor and will be there once temporary armor fades away.
Stability
Gain 10% extra accuracy per remaining AP up to 40%
Passive
You gain the biggest bonus at the start of the turn, so it makes a good hit and run skill, where your technician can assist the group and then escape to safety. Some very good synergies with weapons (such as Machine Guns) and skills that require high AP to operate (such as Aimed Burst).
Field Medic
Restore 10 hit points and 10 armor to all body parts of the selected target. Disabled body parts are restored
AP: 2, WP: 2
Requires VVA-2 Exo Arms and costs one charge (ammo) and benefits from Fast Use and/or Saboteur skills.
One of three ways for the player to restore disabled non-augmented limbs in combat (the others are Aspida and Stimpack)
Amplify
Until End of Turn gain +100% to healing and +50% special damage (Acid, Paralysis, Viral, Poison)
AP: 0, WP: 4
Can be used with certain weapons or mutations to achive extremely high damage values. Jormungandr Acid Cannon, Tentacle or Venom Torso (but you would have to give up Mechanical Arms). This stacks with Priest Biochemist Skill.
TECHNICIAN Class also gains the following Class Perks in the 3rd row:
Remote Control
AP: 2 ; WP: 2
Take manual control of a turret or vehicle weapon and shoot at a target
Is no longer so powerful with AutoTurrets as in Vanilla due to changes made to them in TftV (turrets now can shoot twice but at half burst). For example your basic PDW deals 30x4 shred 1 damage at ER 16, where Watcher AT deals 40x4 shred 3 at ER 22. Also note that while turret ER is higher it does not benefit from Stability skill, so its best to save this skill for last. It is more powerful with higher tier Turrets such as Rattleshake or Scorcher.
Can also be used with spider drones to quickly explore the map during the first turn and/or a precision explosive.
does not receive any benefits or rewards from the killing down by the spider drones, vehicle or auto turrets, such as WPs, APs (if multiclassed and using rapid clearance) or XPs.
Can't be used to make Scarab shoot more than once per turn. All rocket weapons are hard-coded to be used only once per turn.
Does not benefit from Fast Use, but benefits from Adrenaline.
Remote Deployment
Turrets can be thrown in a radius of 10 tiles and deployed for 1 AP
AP:1 ; WP: 2
Note that since Turrets are 1-handed items you can use and deploy them when using Venom Torso mutation. Remember that turrets are automatically collected after the batte, so feel free to hurl them where needed.
The TECHNICIAN gains addition skill on LEVEL 7 if recruited from New Jerico faction:
AR Targetting
AP:0 ; WP: 2
Target ally within 10 tiles gains +30% accuracy
Can be very useful to buff auto-turrets or reduce penalty from skills such as gunslinger or Quick Aim.
Priest
Revolves around crowd control with a splash of AoE buffs, the priest is extremely valuable in any squad. His preferred range and role can be further customised with Mutations, mutliclassing or weapon choices. We specifically wanted to reinforce his control and debilitation themes, so the new stuff he gained reflects that.
Naturally, Priest relies heavily on WILLPOWER stat. Perks such as Survivor or Nurse can be very helpful here, but any stat-increasing perks would be helpful, as it frees up your SP to invest into WILL.
Mind Control
Gain control of an enemy in range and with line of sight
AP: 1; WP: Depends on target’s willpower (also has WP upkeep based on target type)
The ability requires LoS and has range of 8 tiles. WP cost is equal to target’s current willpower and the target can act immediately and you can release it at any time. So, for example, if the enemy has 0 WP, you can mind control him for free, use him and then release, effectively trading your 1AP for his 4AP. Keep in mind that at the beginning of each turn you must pay an upkeep cost that depends on the enemy type: 2WP for Humans and Arthons, 3WP for Tritons, 5WP for Sirens and Chirons and 10WP for Scyllas.
You can’t use Recover during Mind Controlling, but you can use Breath Mist, which can be exploited by Mind Controlling an enemy with ablity to Spawn Mist.
- If casting would lower you to 0 WP you will fail to Mind Control an enemy.
- This ability can be cast for 0AP when combined with Infiltrator’s Saboteur ability.
- Synod Head allows you to maintain Mind Control over some enemies infinitely. It gets stronger the more Priests with Synod Head you have near each other.
- Screaming Head can be used to reduce enemy willpower by 10 at the cost of 4WP, therefore reducing your MC cost by 6WP.
- Disabling enemy head can often significantly reduce MC cost.
- Human Enemies and some Pandorans, such as Arthon Scourge are easy and powerful targets for this skill.
Induce Panic
Cause a target to panic if its current WP are less than the Priest’s
AP: 1; WP: 3
This ability has no range limit, but requires LoS on the target. Is particularly powerful against Human enemies, who tend to have less Will than Pandorans. This ability can be cast for 0AP when combined with Infiltrator’s Saboteur ability. Screaming Head can be very powerful with this ability both due to its Psychic Scream ability and its innate +8 to willpower.
Mind Sense
All organic enemies within 15 tiles are automatically revealed
Passive
'Revealed' meaning shown as red blips. Can be particularly useful in Anu Slums maps.
Currently doesn't work for detecting dormant Ancients.
Psychic Ward
Allies within 10 tiles are immune to panic and psychic damage attacks
Passive
Is particularly useful in Lairs and Citadels, where you face Terror Sentinels - this ability can ward your entire squad from its otherwise very annoying effects. These effects apply to the Priest too, so combined with Screaming Head you will effectively ward yourself from any mental interferences. Note that Damaged Amygdala background perk or Berserker’s Ignore Pain will lose out some of its functionality if used in combination with this ability.
Mind Crush
Deal 100 damage to all enemy entities within 10 tiles
AP: 1, WP: 6
The damage dealt ignores armor and does not trigger Return Fire
Devastating when used against mobs, as it can be cast multiple times, recovering Willpower from Kills, therefore its highly effective to soften up the targets first. Synergises nicely with Inspire or Punisher abilities.
Most +% damage abilities such as Bloodlust or Skirmisher don’t affect Mind Crush, but its damage is increased by Delirium and Mutations.
This ability is unaffected by Saboteur Infiltrator skill.
PRIEST Class also gains the following Class Perks in the 3rd row:
Biochemist
Passive Paralysis, Poison, Acid and Viral damage increased 25%
As Viral Weapons are slightly nerfed in TftV, this brings them up to Vanilla levels. However it can be used with great effect with Mutations such as Tentacle or Venom Torso, boosting its innate damage greaty and is naturally great with Paralysing Weapons. To further increase its power combine this with Technicians Amplify ability.
Lay Waste
If your current Willpower score is higher than target organic enemy deal 20 damage for each point of WP difference. Range of 25 tiles. Capped at 200 damage.
AP:1 ; WP: 5
Requires LoS on the target. Benefits from Damage Bonuses from Delirium and Mutations which can lead to extremely powerful Killing Streaks. Especially powerful against human enemies.
Resurrection
Ressurect pandoran ally from human sized corpse
AP:3 ; WP: 10
The creature summoned is random (ake Arthon Prime corpse can summon Triton or lower level Arthon) but can often grant you a very powerful ally. Unlike Mind Control there is no upkeep and this entity is not ignored by his former allies and they will try to attack him. You will also suffer willpower loss if the ressurected creature is killed.
Appendix
The Terror From The Void Mod introduces a number of changes to weapons, equipment etc. The following tables have been updated to be correct in the mod.
Weapons
Some impossible (ancient) weapons were nerfed and some gained additional research requirements.
Materials cost per burst assumes Tech conversion of 1:5 Tech:Materials.
Assault Rifles
The Vidar Grenade Launcher is classed as an Assault Rifle.
Name | Description | Research needed | Damage | Special | Burst | Effective range | Ammo capacity | Weight | Ammo | Materials Cost per Burst | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Obliterator |
Kaos Assault Rifle | buyable from Kaos Marketplace | 30 | Shred 1 | 8 | 25 | 32 | 3 | 0 | 75-150 | 0 | - | - | 30-67 | 8-17 | ||
Piranha AR-51 |
New Jericho Piercing Assault Rifle | 40 | Piercing 15 | 4 | 22 | 32 | 3 | 32 | 95 | 23 | - | 5 | 16 | 5.13 | |||
Bulldog AR-50 |
New Jericho Gauss Assault Rifle | 40 | Shred 2 | 4 | 22 | 32 | 3 | 12 | 100 | 18 | - | 3 | 22 | 4.63 | |||
Deimos AR-L |
Synedrion Laser Assault Rifle | 30 | Shred 1 | 6 | 32 | 60 | 3 | 33 | 65 | 20 | - | 10 | 19 | 6.9 | |||
Burner AR |
Acid Firing Living Rifle | Destroy 2 Infested Havens | 30 | Shred 1
Acid 10 |
6 | 27 | - | 3 | cannot be produced | no ammo | |||||||
Ares AR-1 |
Phoenix Assault Rifle | - | 30 | Shred 1 | 6 | 25 | 36 | 3 | 5 | 86 | 15 | - | 1 | 21 | 4.33 | ||
Yat AR |
Independent Assault Rifle | - | 30 | Shred 1 | 6 | 17 | 30 | 3 | 3 | 59 | 3 | - | 0 | 15 | 3 |
Shotguns
Name | Description | Research needed | Damage | Special | Burst | Effective range | Ammo capacity | Weight | Ammo | Materials Cost per Burst | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Redemptor |
Kaos Shotgun | buyable from Kaos Marketplace | 40 | Acid 5 | 8 | 13 | 24 | 4 | 0 | 100-220 | 0 | - | - | 30-67 | 10-22.3 | ||
Slamstrike |
Phoenix Shock Shotgun | 120 | Shred 5
Shock 180 |
single shot | 19 | 4 | 4 | 13 | 140 | 24 | - | 1 | 13 | 4.5 | |||
Shard Gun |
25 | Piercing 10
Psychic 1 |
12 | 13 | no ammo | 4 | 0 | 175 | 30 | 50 | 50 | no ammo | |||||
Harrower |
Disciples of Anu Shredding Shotgun | 35 | Shred 8 | 8 | 10 | 40 | 4 | 20 | 160 | 28 | - | 4 | 33 | 10.6 | |||
Iconoclast |
Disciples of Anu Shotgun | 30 | - | 10 | 13 | 50 | 3 | 5 | 89 | 15 | - | 2 | 32 | 8.4 | |||
Mercy SG3 |
Phoenix Shotgun | 35 | - | 8 | 10 | 48 | 3 | 4 | 69 | 13 | - | 2 | 31 | 6.8 |
Grenade Launchers
Name | Description | Research needed | Damage | Special | Burst | Effective range | Ammo capacity | Weight | Ammo | Materials Cost per Burst | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Vidar Grenade Launcher |
Phoenix Grenade Launcher | Blast 50 | Shred 10 | single shot | 20 | 3 | 3 | 8 | 90 | 16 | - | 4 | 34 | 54 |
Cannons
Name | Description | Research needed | Damage | Shred | Burst | Effective range | Action Points | Special | Ammo capacity | Hands to use | Weight | Ammo | Materials Cost per Burst | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Devastator |
Kaos Heavy Autocannon | buyable from Kaos Marketplace | 150 | - | 2 | 17 | 3 | Shock 150 | 6 | 2 | 5 | 0 | 110-220 | 0 | - | - | 30-67 | 10-22.3 | |
Hel II Cannon |
Phoenix Heavy Cannon | 200 | 20 | single shot | 17 | 3 | Shock 280 | 6 | 2 | 5 | 19 | 150 | 27 | - | 4 | 29 | 8.17 | ||
Tyr-1 Autocannon |
Phoenix Heavy Autocannon | - | 60 | 5 | 3 | 20 | 3 | Shock 100 | 12 | 2 | 4 | 9 | 100 | 17 | - | 2 | 19 | 7.25 | |
Jormungandr Cannon |
Phoenix Acid Cannon | 10 | - | 10 | 17 | 3 | Acid 40 | 50 | 2 | 5 | 64 | 295 | 56 | - | 14 | 43 | 22.6 |
Machine Guns
Name | Description | Research needed | Damage | Shred | Burst | Effective range | Action Points | Special | Ammo capacity | Hands to use | Weight | Ammo | Materials Cost per Burst | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Deceptor MG |
New Jericho Gauss Machine Gun | 35 | 2 | 12 | 14 | 3 | - | 60 | 2 | 5 | 12 | 95 | 18 | - | 5 | 38 | 11.6 | ||
Malachi MG |
Poison Firing Living Machine Gun | Destroy 3 Infested Havens | 35 | 3 | 10 | 17 | 3 | Poison 5 | no ammo | 2 | 5 | cannot be produced | no ammo | ||||||
Uragan MG |
Independent Machine Gun | - | 35 | 2 | 10 | 11 | 3 | - | 40 | 2 | 5 | 3 | 59 | 3 | - | 0 | 25 | 6.25 |
Launchers
Name | Description | Research needed | Damage | Shred | Burst | Effective range | Action Points | Special | Ammo capacity | Hands to use | Weight | Ammo | Materials Cost per Burst | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rebuke |
Impossible tech grenade launcher | Blast 90 | single shot | 25 | 3 | Blast radius 3.5
Fire 20 |
no ammo | 2 | 5 | 0 | 175 | 30 | 125 | no ammo | |||||||||||||||||
Archangel RL1 |
New Jericho Heavy Rocket Launcher | Blast 80 | 10 | single shot | 400 | 3 | Piercing 50
Damage to Body Parts x3 |
4 | 2 | 5 | 39 | 180 | 35 | - | 21 | 100 | 51.25 | ||||||||||||||
Goliath GL 2 |
Phoenix Grenade Launcher | Blast 60 | 10 | single shot | 25 | 3 | Blast radius 3.5 | 8 | 2 | 5 | 10 | 85 | 16 | - | 14 | 110 | 22.25 | ||||||||||||||
Mounted Launchers (Only usable with Heavy Body Armor and the Neural Torso) | |||||||||||||||||||||||||||||||
Thor AML |
New Jericho Advance Missile Launcher | Blast 100 | 20 | single shot | 35 | 1 | Blast radius 3.5 | 2 | 0 | 2 | 56 | 165 | 38 | - | 18 | 36 | 63 | ||||||||||||||
Destiny III |
Phoenix Laser array | 70 | - | 3 | 999 | 1 | - | 12 | 0 | 2 | 89 | 180 | 48 | - | 9 | 17 | 15.5 | ||||||||||||||
Ragnarok |
Phoenix Shredding Missile Launcher | Blast 40 | 20 | 4 | 35 | 1 | Blast radius 5.5 | 8 | 0 | 2 | 38 | 175 | 34 | - | 62 | 24 | 167 | ||||||||||||||
Fury-2 |
New Jericho Missile Launcher | Blast 70 | 10 | single shot | 25 | 1 | Blast radius 3.5 | 2 | 0 | 2 | 24 | 75 | 18 | - | 8 | 24 | 32 |
Flamethrower
Name | Description | Research needed | Damage | Shred | Burst | Effective range | Action Points | Special | Ammo capacity | Hands to use | Weight | Ammo | Materials Cost per Burst | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dante FT |
New Jericho Flamethrower | 80 Fire 40 |
- | single shot | 12 | 2 | Cone radius 2.5 | 4 | 2 | 5 | 39 | 185 | 9 | - | 14 | 67 | 34.25 |
Sniper Rifles
Name | Description | Research needed | Damage | Special | Effective range | Action Points | Ammo capacity | Ammo | Materials Cost per Burst | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Subjector |
Kaos Sniper Rifle | buyable from Kaos Marketplace | 130 | Poison 30 | 51 | 3 | 5 | 0 | 125-225 | 0 | - | - | 30-67 | 6-13.4 | |||
Scorpion |
Impossible tech Sniper Rifle | 140 | Obstacles/limbs can't stop projectile | 58 | 3 | no ammo | 0 | 120 | 21 | 50 | 75 | 50 | no ammo | ||||
Raven SR13 |
New Jericho Piercing Sniper Rifle | 130 | Piercing 50 | 45 | 3 | 10 | 42 | 125 | 29 | - | 5 | 16 | 4.1 | ||||
Cyclops SR7 |
New Jericho Gauss Sniper Rifle | 130 | - | 45 | 3 | 10 | 17 | 135 | 24 | - | 3 | 21 | 3.6 | ||||
Pythagoras VII |
Synedrion Laser Sniper Rifle | 120 | - | 63 | 3 | 15 | 52 | 105 | 29 | - | 9 | 18 | 4.2 | ||||
Gungnir SR-2 |
Phoenix Virophage Sniper Rifle | 110 | Virophage 80 | 45 | 3 | 10 | 66 | 130 | 37 | - | 10 | 19 | 6.9 | ||||
Firebird SR |
Phoenix Sniper Rifle | - | 110 | - | 51 | 3 | 8 | 6 | 115 | 19 | - | 1 | 16 | 2.63 | |||
Vyara SR |
Independent Sniper Rifle | - | 100 | - | 45 | 3 | 6 | 5 | 84 | 4 | - | 0 | 10 | 1.67 | |||
Hawk-41K |
Phoenix Light Sniper Rifle | 90 | - | 51 | 2 | 7 | 13 | 150 | 25 | - | 1 | 11 | 2.28 | ||||
Athena NS-2 |
Synedrion Neural Sniper Rifle | 10 | Piercing 60 Paralysis 16 |
45 | 3 | 12 | 63 | 125 | 34 | - | 9 | 19 | 5.33 |
Handguns
Name | Description | Research needed | Damage | Special | Effective range | Action Points | Ammo capacity | Ammo | Materials Cost per Burst | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tormentor |
Kaos Hand Cannon | buyable from Kaos Marketplace | 40 | Piercing 10 Burst 2 |
22 | 1 | 8 | 0 | 50-125 | 0 | - | - | 30-67 | 7.5-16.75 | |||
Nergal's Wrath |
Disciples of Anu Hand Cannon | 50 | Shred 5 | 14 | 1 | 10 | 5 | 87 | 15 | - | 1 | 22 | 2.7 | ||||
Iron Fury HG |
New Jericho Handgun | 60 | - | 14 | 1 | 12 | 9 | 70 | 14 | - | 1 | 11 | 1.33 | ||||
Hephaestus II |
Synedrion Laser Pistol | 50 | - | 27 | 1 | 22 | 24 | 48 | 15 | - | 6 | 11 | 1.86 | ||||
Cypher HG |
Phoenix Handgun | - | 50 | - | 18 | 1 | 8 | 3 | 54 | 10 | - | 0 | 7 | 0.88 | |||
Udar HG |
Independent Handgun | - | 50 | - | 17 | 1 | 8 | 2 | 43 | 3 | - | 0 | 6 | 0.75 | |||
Hera NP-1 |
Synedrion Neural Pistol | 10 | Piercing 20 Paralysis 7 |
17 | 1 | 5 | 37 | 75 | 21 | - | 2 | 5 | 3 | ||||
Sanctifier |
Disciples of Anu Acid Handgun | 10 | Acid 10 Burst 5 |
17 | 1 | 30 | 19 | 150 | 26 | - | 2 | 11 | 3.67 | ||||
Iron Fury HG |
New Jericho Handgun | Tobias West unique weapon Cannot be researched |
60 | Piercing 20 Shred 5 |
20 | 1 | 12 | cannot be produced | 1 | 11 | 1.33 |
Melee
Name | Description | Research needed | Damage | Special | Effective range | Action Points | Ammo capacity | Weight | Ammo | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Melee Weapons - single shot weapons. 1 Hand to use required with the exception of Scyther | ||||||||||||||||||||||||||
Scyther | Impossible tech two-handed melee weapon | 180 | Bleed 20 | 1 | 2 | 5 | 0 | 200 | 31 | 125 | 125 | no ammo | ||||||||||||||
Reaper | Impossible tech one-handed melee weapon | 110 | Vampiric 80 | 1 | 2 | 5 | 0 | 30 | 6 | 50 | 25 | no ammo | ||||||||||||||
Phoenix Shock Lance | Phoenix shock melee weapon | Advanced melee weapon | 160 | Shock 600 | 1 | 2 | 2 | 38 | 115 | 27 | no ammo | |||||||||||||||
Marduk's Fist | Disciples of Anu War Hammer | 160 | Shock 200 | 1 | 2 | 2 | 0 | 87 | 14 | no ammo | ||||||||||||||||
Dagon's Tooth | Disciples of Anu Blade | 140 | Bleed 50 | 1 | 2 | 2 | 0 | 82 | 13 | no ammo | ||||||||||||||||
Scion of Sharur | Disciples of Anu Mace | 100 | Virus 15 Piercing 50 |
1 | 2 | 2 | 0 | 65 | 11 | no ammo |
Viral
Name | Description | Research needed | Damage | Special | Burst | Effective range | Action Points | Ammo capacity | Weight | Ammo | Materials Cost per Burst | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Viral weapons (for Priest class) - Hands to use 2 | ||||||||||||||||||||||||||
Subjugator | Disciples of Anu Virus Sniper Rifle | 50 | Piercing 20
Virus 8 |
single shot | 51 | 3 | 10 | 4 | 24 | 115 | 23 | 3 | 14 | 2.9 | ||||||||||||
Redeemer | Disciples of Anu Virus Rifle | 20 | Piercing 10
Virus 4 |
3 | 17 | 2 | 18 | 2 | 12 | 57 | 13 | 2 | 8 | 3 |
Mech Arms & PDWs
Name | Description | Research needed | Damage | Special | Burst | Effective range | Action Points | Ammo capacity | Hands to use | Weight | Ammo | Materials Cost per Burst | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mech Arms | ||||||||||||||||||||||||||
VVA-2 Arms | New Jericho Mech Arms | Shock 180
EMP 200 |
single strike | 1 | 1 | 5 | 2 | 3 | 63 | 125 | 34 | 15 | 55 | 26 | ||||||||||||
PDWs | ||||||||||||||||||||||||||
Gorgon Eye-A | Phoenix Laser PDW | 40 | 4 | 20 | 1 | 48 | 2 | 2 | 52 | 105 | 29 | 10 | 19 | 5.75 | ||||||||||||
VDM Defender | New Jericho Gauss PDW | 30 | Shred 1 | 4 | 16 | 1 | 40 | 2 | 2 | 12 | 95 | 18 | 3 | 21 | 3.6 | |||||||||||
VDM Enforcer | New Jericho Piercing PDW | 20 | Piercing 20 | 4 | 19 | 1 | 40 | 2 | 2 | 30 | 90 | 22 | 3 | 10 | 2.5 |
Turrets
Name | Description | Research needed | Damage | Special | Burst | Effective range | Ammo capacity | Hands to use | Weight | Hit Points | Armor | Ammo | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scorcher AT | Phoenix Laser Auto Turret | 60 | 4 | 29 | 160 | 1 | 4 | 150 | 30 | 61 | 120 | 33 | 48 | 90 | ||||
Rattlesnake AT | New Jericho Piercing Auto Turret | 40 | Piercing 30 | 4 | 25 | 96 | 1 | 4 | 120 | 30 | 35 | 105 | 25 | 15 | 46 | |||
Watcher AT | New Jericho Gauss Auto Turret | 40 | Shred 3 | 4 | 22 | 80 | 1 | 4 | 120 | 25 | 20 | 60 | 15 | 15 | 44 |
Crossbows
Name | Description | Research needed | Damage | Special | Effective range | Action Points | Ammo capacity | Hands to use | Weight | Ammo | Materials Cost per Burst | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Crossbows - single shot weapons. All crossbows are silent weapons. | ||||||||||||||||||||||||||
Crystal Crossbow | Impossible tech silent crossbow | 60 | Piercing 40 | 41 | 1 | no ammo | 2 | 3 | 0 | 85 | 17 | 75 | no ammo | |||||||||||||
Eros CRB III | Synedrion crossbow | 60 | 34 | 1 | 5 | 2 | 3 | 12 | 95 | 18 | 0 | 7 | 2.33 | |||||||||||||
Psyche CRB IV | Synedrion Poison crossbow | 50 | Poison 40 | 34 | 1 | 4 | 2 | 3 | 26 | 125 | 25 | 5 | 9 | 9.67 | ||||||||||||
Arachni SP I | Synedrion Spider Drone Specialized Pistol | 60 | Blast radius 3.5 Shred 10 deploy spider drone |
15 | 2 | 3 | 1 | 2 | 6 | 48 | 10 | 10 | 20 | 23.33 |
Grenades
All grenades are now produced instantly
Yggdrasil Grenade also costs 10 mutagens
Name | Description | Research needed | Blast | Shred | Special | Effective range | Blast radius | Materials Cost per Burst | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Odin Grenade | Phoenix Grenade | 50 | 10 | 16 | 2.5 | 1 | 10 | 4 | 15 | |||
Yggdrasil Grenade | Phoenix Virophage Grenade | 40 | 6 | Virophage 60 | 12 | 2.5 | 4 | 9 | 4 | 29 | ||
Mjolnir Grenade | Phoenix Shredder Grenade | 40 | 30 | 12 | 2.5 | 5 | 14 | 6 | 39 | |||
Chimera Grenade | Synedrion poison grenade | 30 | Poison 40 | 12 | 2.5 | 2 | 11 | 5 | 21 | |||
Purification Grenade | New Jericho Incendiary Grenade | 20 | Fire 30 | 12 | 2.5 | 5 | 20 | 5 | 45 | |||
Imhullu Grenade | Disciples of Anu Acid Grenade | 20 | Acid 20
Shock 240 |
12 | 2.5 | 3 | 13 | 5 | 23 | |||
Zeus Grenade | Synedrion EMP grenade | EMP 60 | 12 | 2.5 | 6 | 13 | 6 | 43 | ||||
Kydoimos Grenade | Synedrion Sonic Shock Grenade | Sonic 15 | 12 | 3.5 | 4 | 11 | 5 | 31 | ||||
Vita Grenade | A healing grenade that removes the bleeding and poison,
and restores 50 Hit Points to all organic creatures within 3 tiles of impact. |
Heal 50 | 16 | 3 | 6 | 28 | 4 | 68 |
Impossible Weapons (Legacy of the Ancients)
Name | Description | Research needed | Damage | Special | Burst | Effective range | Ammo capacity | Weight | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Shard Gun |
25 | Piercing 10
Psychic 1 |
12 | 13 | no ammo | 4 | 0 | 175 | 50 | 50
| |||
Rebuke |
Impossible tech grenade launcher | Blast 90 | Fire 20 Blast radius 3.5 |
single shot | 25 | no ammo | 5 | 0 | 175 | 125
| |||
Scorpion |
Impossible tech Sniper Rifle | 140 | Limbs can't stop projectile |
single shot | 58 | no ammo | 4 | 0 | 120 | 50 | 75 | 50
| |
Scyther |
Impossible tech two-handed melee weapon | 180 | Bleed 20 Applies damage to all limbs |
single strike | 2 | no ammo | 5 | 0 | 200 | 125 | 125 |
| |
Reaper |
Impossible tech one-handed melee weapon | 110 | Vampiric 80 | single strike | 2 | no ammo | 5 | 0 | 30 | 50 | 25
| ||
Crystal Crossbow |
Impossible tech silent crossbow | 60 | Piercing 40 | single shot | 41 | no ammo | 2 | 0 | 85 | 75 |
Armor
Head
Each class can use any helmet without sanctions. Complete list of buffs and debuffs from Armor with comparison here
Name | Description | Class | Research needed | Armor | Perception | Stealth | Accuracy | Weight | |||
---|---|---|---|---|---|---|---|---|---|---|---|
Samnu Helmet |
Living Weapons DLC Helmet | Any | Unique | 35 | 0 | +5% | +5% | 1 | cannot be produced | ||
Anvil-2 Helmet |
New Jericho Heavy Helmet | Heavy | 33 | -2 | -10% | -4% | 2 | 16 | 125 | 22 | |
Golem-B Helmet |
Phoenix Heavy Helmet | Heavy | - | 27 | 0 | -10% | -4% | 2 | 13 | 100 | 19 |
Guardian XA Helmet |
Heavy Helmet | Heavy | 26 | -2 | -10% | -8% | 1 | 9 | 70 | 4 | |
TechOps-7 Helmet |
New Jericho Technician Helmet | Technician | 25 | 0 | -5% | +6% | 1 | 24 | 110 | 23 | |
Wardog Helmet |
New Jericho Assault Helmet | Assault | 23 | 0 | -5% | 0 | 1 | 12 | 100 | 18 | |
Odin Helmet |
Phoenix Assault Helmet | Assault | - | 20 | 0 | 0% | 0% | 1 | 12 | 95 | 18 |
Eidolon Helmet |
New Jericho Sniper Helmet | Sniper | 18 | +4 | 0% | +9% | 1 | 15 | 120 | 22 | |
Acolyte Helmet |
Disciples of Anu Assault Helmet | Assault | 18 | +2 | 0% | 0% | 1 | 10 | 80 | 16 | |
Phlegethon Helmet |
Synedrion Assault Helmet | Assault | 18 | 0 | 0% | +6% | 1 | 12 | 100 | 18 | |
Praetorian 2 Helmet |
Assault Helmet | Assault | 18 | 0 | -5% | 0% | 1 | 8 | 65 | 4 | |
Banshee Helmet |
Phoenix Sniper Helmet | Sniper | - | 14 | +3 | +3% | +8% | 1 | 12 | 95 | 18 |
Acheron Helmet |
Synedrion Sniper Helmet | Sniper | 14 | +4 | +5% | +10% | 1 | 20 | 95 | 20 | |
Swamp Cat Helmet |
Sniper Helmet | Sniper | 14 | 0 | 0% | +4% | 1 | 8 | 61 | 3 | |
Styx Helmet |
Synedrion Infiltrator Helmet | Infiltrator | 12 | +5 | +10% | 0% | 0 | 21 | 100 | 21 | |
Aksu Helmet |
Disciples of Anu Berserker Helmet* | Berserker | 10 | +5 | 0% | 0% | 0 | 9 | 72 | 14 |
- Aksu Helmet also gives 2 Will power.
Body
Each class can use any body armor without sanctions. Complete list of buffs and debuffs from Armor with comparison here
Name | Description | Class | Research needed | Armor | Speed | Perception | Stealth | Accuracy | Weight | Ability | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Samnu Body Armor |
Living Weapons DLC Body Armor | Any | Unique | 40 | 0 | 0 | +10% | +5% | 3 | - | cannot be produced | ||
Anvil-2 Body Armor |
New Jericho Heavy Body Armor | Heavy | 40 | -1 | 0 | -20% | -8% | 4 | Jet Jump Use Mounted Launchers |
37 | 300 | 50 | |
Guardian XA Body Armor |
Heavy Body Armor | Heavy | 34 | -1 | 0 | -20% | -7% | 3 | Jet Jump Use Mounted Launchers |
13 | 105 | 5 | |
Golem-B Body Armor |
Phoenix Heavy Body Armor | Heavy | - | 34 | -1 | 0 | -20% | -8% | 3 | Jet Jump Use Mounted Launchers |
42 | 195 | 38 |
TechOps-7 Body Armor |
New Jericho Technician Body Armor | Technician | 25 | -1 | 0 | -15% | +3% | 3 | - | 63 | 125 | 34 | |
Wardog Body Armor |
New Jericho Assault Body Armor | Assault | 24 | 0 | 0 | -10% | 0% | 3 | - | 17 | 130 | 24 | |
Odin Body Armor |
Phoenix Assault Body Armor | Assault | - | 20 | 0 | 0 | 0% | 0% | 3 | - | 15 | 120 | 22 |
Eidolon Body Armor |
New Jericho Sniper Body Armor | Sniper | 20 | -1 | 0 | 0% | +5% | 2 | - | 14 | 115 | 21 | |
Acolyte Body Armor |
Disciples of Anu Assault Body Armor | Assault | 20 | +1 | 0 | 0% | 0% | 2 | - | 14 | 110 | 20 | |
Phlegethon Body Armor |
Synedrion Assault Body Armor | Assault | 20 | +1 | 0 | 0% | +3% | 2 | - | 18 | 145 | 26 | |
Praetorian 2 Body Armor |
Assault Body Armor | Assault | 18 | 0 | 0 | -10% | 0% | 3 | - | 10 | 77 | 4 | |
Banshee Body Armor |
Phoenix Sniper Body Armor | Sniper | - | 18 | -1 | 0 | +5% | +4% | 2 | - | 13 | 105 | 19 |
Acheron Body Armor |
Synedrion Sniper Body Armor | Sniper | 16 | -1 | 0 | +10% | +5% | 2 | - | 19 | 90 | 19 | |
Amphion Body Armor |
Disciples of Anu Priest Body Armor | Priest | 16 | 0 | +4 | 0% | +5% | 2 | - | 16 | 130 | 23 | |
Styx Body Armor |
Synedrion Infiltrator Body Armor | Infiltrator | 16 | 0 | 0 | +20% | 0% | 1 | - | 36 | 170 | 33 | |
Swamp Cat Body Armor |
Sniper Body Armor | Sniper | 16 | -1 | 0 | 0% | +3% | 3 | - | 8 | 61 | 3 | |
Aksu Body Armor |
Disciples of Anu Berserker Body Armor | Berserker | 14 | +2 | 0 | 0% | -5% | 1 | - | 14 | 110 | 20 |
Reworked Vests for body armor
NJ Fire Resistance Tech removed; fire and blast vest now unlocked with Incendiary Technology.
Picture | Name | Description | Research needed | Ability | |||
---|---|---|---|---|---|---|---|
Hazard Protection Vest | Blast and Fire damage resistant vest | Blast Resistant and Fire Resistant
Reduces effects of Blast Damage and Fire Damage by half |
5 | 10 | 8 | ||
Trauma Response Vest | Poison and Paralysis-resistant enhanced healing undersuit | Poison Resistant and Paralysis Resistant
Poison Damage and every incoming Paralyze Damage are reduced by half |
5 | 21 | 8 | ||
Acid-Res Vest Module | Acid-resistant undersuit module | Acid Resistance
Reduces effect of Acid Damage by half |
4 | 12 | 8 | ||
Nanotech Vest | Enhanced limb protection | Increased Bodypart HP
Increases HP of all bodyparts by 10 |
20 | 30 | 8 |
Legs
Each class can use any leg armor without any penalties. Complete list of buffs and debuffs from Armor with comparison here
Name | Description | Class | Research needed | Armor | Speed | Perception | Stealth | Accuracy | Weight | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Samnu Leg Armor |
Living Weapons DLC Leg Armor | Any | Unique | 35 | 0 | 0 | +10% | +5% | 2 | cannot be produced | ||
Anvil-2 Leg Armor |
New Jericho Heavy Leg Armor | Heavy | 35 | -1 | 0 | -20% | -4% | 3 | 16 | 125 | 23 | |
Guardian XA Leg Armor |
Heavy Leg Armor | Heavy | 29 | 0 | 0 | -20% | -6% | 2 | 11 | 90 | 4 | |
Golem-B Leg Armor |
Phoenix Heavy Leg Armor | Heavy | - | 30 | -1 | 0 | -10% | -4% | 3 | 14 | 110 | 20 |
TechOps-7 Leg Armor |
New Jericho Technician Leg Armor | Technician | 25 | -1 | 0 | -10% | +4% | 2 | 26 | 80 | 19 | |
Wardog Leg Armor |
New Jericho Assault Leg Armor | Assault | 22 | +1 | 0 | -10% | 0% | 2 | 14 | 110 | 20 | |
Odin Leg Armor |
Phoenix Assault Leg Armor | Assault | - | 20 | +1 | 0 | 0% | 0% | 2 | 14 | 110 | 20 |
Eidolon Leg Armor |
New Jericho Sniper Leg Armor | Sniper | 18 | -1 | 0 | 0% | +5% | 2 | 10 | 80 | 16 | |
Acolyte Leg Armor |
Disciples of Anu Assault Leg Armor | Assault | 18 | +2 | 0 | 0% | 0% | 2 | 11 | 90 | 17 | |
Phlegethon Leg Armor |
Synedrion Assault Leg Armor | Assault | 18 | +1 | 0 | 0% | +2% | 2 | 13 | 105 | 19 | |
Praetorian Leg Armor |
Assault Leg Armor | Assault | 18 | +1 | 0 | -10% | 0% | 2 | 9 | 73 | 4 | |
Banshee Leg Armor |
Phoenix Sniper Leg Armor | Sniper | - | 16 | 0 | 0 | +6% | +4% | 2 | 11 | 90 | 17 |
Styx Leg Armor |
Synedrion Infiltrator Leg Armor | Infiltrator | 16 | 0 | 0 | +20% | 0% | 1 | 23 | 105 | 22 | |
Acheron Leg Armor |
Synedrion Sniper Leg Armor | Sniper | 14 | 0 | 0 | +10% | +5% | 2 | 16 | 75 | 16 | |
Amphion Leg Armor |
Disciples of Anu Priest Leg Armor | Priest | 14 | 0 | +2 | 0% | +5% | 2 | 11 | 85 | 16 | |
Swamp Cat Leg Armor |
Sniper Leg Armor | Sniper | 14 | -1 | 0 | 0% | +2% | 2 | 6 | 47 | 3 | |
Aksu Leg Armor |
Disciples of Anu Berserker Leg Armor | Berserker | 10 | +2 | 0 | 0% | -5% | 1 | 8 | 67 | 13 |
Mutations
Mutations function as armor. You cannot wear Head, Body and Legs Armors or Modules and have Mutations at the same time. Once you mutate some body part you cannot take it back.
If you want to use Mutations you need to get access to Disciples of Anu Research. In order to put Mutations on your soldiers, you need to have powered Mutation Lab facility. You can mutate your soldiers from the Personnel section on Geoscape.
Name | Description | Research needed | Armor | Speed | Perception | Stealth | Accuracy | Weight | Abilities | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Head Mutations | ||||||||||||||||
Armored Head | Disciples of Anu Armored Head Mutation | 30 | -4 | -5% | -6% | 1 | Daze Immunity - Immune to DAZE effects. Grants +1 STR. | 80 | ||||||||
Judgement Head | Disciples of Anu Judgement Priestly Head Mutation | 25 | -10% | +7% | 1 | Instil Frenzy (1AP, 5WP) - Instils FRENZY in friendly characters within 20 tiles for 3 turns,
increasing their Speed by 33% and making them immune to PANIC. Grants +4 WP |
200 | |||||||||
Resistor Head | Disciples of Anu Resistor Head Mutation | 20 | 1 | Poison Resistant - Poison Damage is reduced by half.
Virus Resistant - Virus Damage is reduced by half. Grants +2 WP |
80 | |||||||||||
Perceptor Head | Disciples of Anu Perceptor Head Mutation | 15 | +8 | +5% | +10% | 1 | 80 | |||||||||
Screaming Head | Disciples of Anu Screamer Priestly Head Mutation | 12 | -10% | 1 | Psychic Scream (1AP, 4WP, one use per turn) - Scream, reducing Will Points of all enemy units in an 8 tile radius. Grants +8 WP Mind Control Immunity - Immune to Mind Control |
200 | ||||||||||
Synod Head | Disciples of Anu Synod Priestly Head Mutation | 12 | -10% | 1 | Radiant Hope - Living allied units within 7 tiles recover 2 Will Points at the start of turn. Grants +4 WP | 200 | ||||||||||
Torso Mutations | ||||||||||||||||
Regeneration Torso | Disciples of Anu Regeneration Torso Mutation | 34 | -10% | -8% | 3 | Regenerate - Restore 10 Hit Points to all body parts and General Hit Points each turn.
Fire Resistant - Reduces effects of Fire Damage by half. Grants +1 STR. |
200 | |||||||||
Venom Torso | Disciples of Anu Venom Torso Mutation | 20 | +2 | +10% | +20% | 3 | Shoot Spike (1AP) - Launch a POISONed spike at a target. Due to arm mutation prohibits use of 2-h weapons. Ammo increased to 99. |
200 | ||||||||
Tentacle Torso | Disciples of Anu Tentacles Torso Mutation | 16 | +1 | +3 | 3 | Tentacle Attack (2AP, 3WP) - Perform a melee attack, and apply 24 Paralyze damage
Tentacle Retaliation (3WP) - Melee riposte with tentacles in response to nearby enemy attacks. |
200 | |||||||||
Leg Mutations | ||||||||||||||||
Stomper Legs | Disciples of Anu Stomping Legs Mutation | 30 | -1 | -10% | +12% | 2 | Stomp (2AP, 2WP) - 50 Blast Damage and 200 Shock Damage affecting a 5-tile radius. Gains Grants +1 STR. |
100 | ||||||||
Shadow Legs | Disciples of Anu Stealth Legs Mutation | 12 | +1 | +30% | 2 | Electric Kick (1 AP) - Perform a melee kick dealing 20 Sonic Damage | 100 | |||||||||
Agile Legs | Disciples of Anu Agile Legs Mutation | 10 | +4 | 2 | Immune to Goo - Goo does not trap or restrict movement. Can jump up one elevation (automatically just by moving). | 100 |
Bionics
You need to play with Blood and Titanium DLC to have Bionics. See Blood and Titanium content here: The Pure and The Forsaken. All Bionic Augmentations have Bleed immunity, Viral, Poison, and Paralysis resistance but are vulnerable to Acid Damage.
In order to put Bionics on your soldiers, you need to have powered Cybernetics Lab facility. You can augment your soldiers from the Personnel section on Geoscape. Once you augment some body part you cannot take it back.
You cannot wear Head, Body and Legs Armors and have Bionics at the same time.
Name | Description | Research needed | Armor | Speed | Perception | Stealth | Accuracy | Weight | Abilities | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Head Augmentations | ||||||||||||||||
Clarity Head | New Jericho Control Resist Head Augmentation | 30 | -10% | +3% | 2 | Mind Control Immunity - Immune to Mind Control | 18 | 140 | ||||||||
Echo Head | Synedrion Silent Echo Head Augmentation | 20 | +3 | +10% | 0 | Night Vision - No penalty incurred for dark environments. Silent echo ability (Silent attack with the selected weapon. One use per turn.) | 30 | 140 | ||||||||
Disruptor Head | New Jericho Will Disruption Head Augmentation | 16 | +3 | -5% | +12% | 1 | Neural Disruption (1 AP, 3 WP) - Disrupt target for 1 turn, causing it to become DISORIENTED and unable to use Will Point abilities | 30 | 140 | |||||||
Torso Augmentations | ||||||||||||||||
Juggernaut Torso | New Jericho Demolishing Torso Augmentation | 45 | -20% | +1% | 5 | Extend Shield (1 AP) - Extend and energy shield in a given direction. Demolition State (2 WP) - Breach walls and solid constructs by walking through them. |
44 | 350 | ||||||||
Vengeance Torso | Synedrion Melee Proficient Torso Augmentation | 22 | +20% | -3% | 1 | Melee weapon proficiency - Proficiency with Melee weapons. Battle Focus - Attacks against enemies within 10 tiles deal 20% more damage. |
89 | 270 | ||||||||
Neural Torso | New Jericho Exoskeletal Torso Augmentation | 30 | -15% | +8% | 2 | Heavy Lifter - Double weight can be carried without causing movement penalty Can also use (gains proficciency) Mounted Launchers and VVA-2 Arms |
116 | 230 | ||||||||
Legs Augmentations | ||||||||||||||||
Armadillo Legs | New Jericho Safe Landing Legs Augmentation | 40 | -25% | +3% | 3 | Immune to Goo - Goo does not trap or restrict movement. Landing Shock Absorption - No damage is suffered when landing from any height. |
20 | 160 | ||||||||
Mirage Legs | Synedrion Anti-detection Legs Augmentation | 20 | +2 | +20% | -3% | 1 | Shadowstep - Does not activate enemy overwatch | 35 | 165 | |||||||
Propeller Legs | New Jericho Rocket Legs Augmentation | 20 | +3 | -10% | 2 | Rocket Leap (1 AP, 3 WP) - Leap to target location (max 9 tiles). Limited to 2 uses per turn | 49 | 145 |
Reworked Vehicles
All vehicles can run over Worms, Mindfraggers and Myrmiddons. Running over Worms and Myrmidons activate their respective explosion type. Can only scavenge Armadillo/Aspida once factions have researched them, same for acquiring vehicle modules for Armadillo/Aspida. Some modules need special research. Now you can manufacture modules and some of them will not appear on Marketplace.
Vehicles | Name | Description | Research | Capacity | Speed | Hit Points | Armor | |||
---|---|---|---|---|---|---|---|---|---|---|
Armadillo | New Jericho Armadillo Ground Vehicle | 4 | 22 | 1250 | 31 | 75 | 600 | 5d 8h | ||
Aspida | Synedrion Ground Support Vehicle Kinetic shield: attacks from enemies further than 10 tiles deal 25% less damage Leap: Jump up to 10 tiles |
1 | 24 | 700 | 26 | 135 | 630 | 6d 9h | ||
Scarab | Phoenix Armored FIghting Vehicle | 4 | 36 | 700 | 25 | 60 | 480 | 4d 7h | ||
Junker | Kaos Ground Combat Vehicle | purchasable from Kaos Marketplace | 2 | 28 | 750 | 28 | 0 | 550-750 base price | 0 |
Vehicle Component HP & Armor
Junker
Top: 250/30, Front: 250/40, Side: 200/30, Wheel: 150/20, Rear: 200/30
Slaughterhouse adds armor to the Front, Sides and Wheels
Scarab
Front: 300/40, Side: 260/30, Rear: 220/20, Track: 200/20
Armadillo
Front: 350/60, Side: 300/40, Rear: 250/30, Wheel: 250/20
Reinforced Plating adds 50HP to Front, Sides and Top
Bi-Turbo Upgrade adds 10 Armor and 100HP to Wheels
Aspida
Shielding: 320/40, Hull: 380/30, Thruster: 220/20
Reworked weapons and modules
A lot of modules have received new unique abilities, they are no longer just speed\armor buffs. Weapons have also become more balanced, unique and useful, especially in mid-late game.
Scarab Weapons
All rocket weapons are hard-coded to be used only once per turn.
Picture | Name | Description | Research | Damage | Shred | Burst | Effective range | Special | AP | Ammo capacity | Weight | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Gemini V | Phoenix Scarab Missile Turret | Default weapon | Blast 70 | 10 | 2 | 40 | Blast Radius 3.5 | 3 | 12 | 7 | 10 | 150 | 1d 21h | |
Taurus II | Phoenix Scarab Heavy Turret | 200 | 20 | 2 | 17 | Shock 350 | 3 | 18 | 7 | 30 | 250 | 1d 21h | ||
Scorpio VII | Phoenix Virophage Missile Turret | Blast 40 Virophage 80 | 2 | 45 | Blast Radius 5.5 | 3 | 12 | 7 | 70 | 350 | 2d 17h |
Scarab Modules
Armadillo Weapons
Picture | Name | Description | Research | Damage | Shred | Burst | Effective range | Special | AP | Ammo capacity | Weight | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hailstorm GT | Gauss Turret | Default weapon | 40 | 5 | 8 | 19 | Reload: Reload the currently equipped weapon Return Fire |
2 | 32 | 5 | 10 | 200 | 1d 16h | |
Mephistopheles FT | Flame Thrower | 80 | single shot | 12 | Blast Radius 3, Fire 40 | 2 | 8 | 5 | 15 | 300 | 2d 16h | |||
Obliterator (Single-target Mode) | 80 | 10 | 5 | 12 | Blast Radius 1.5, shoots 5 small grenades like shotgun | 2 | 15 | 5 | ||||||
Purgatory GL | Grenade Launcher | Marketplace | Blast 20 | 5 | single shot | 40 | Blast Radius 3.5, Load incendiary grenades: nades deal 40 additional Fire damage; Load concussion grenades: nades deal 30 additional Sonic damage | 2 | 8 | 5 | 15 | 400 | 3d 3h |
Armadillo Modules
Picture | Name | Description | Research | Armor | Speed | Special | |||
---|---|---|---|---|---|---|---|---|---|
Reinforced Plating | Armadillo Hull HP Upgrade | Additional 250 HP | Reinforced armor plating: Hull Armor gain 50 HP | 0 | 300 | 2d 4h | |||
Lightweight Alloy Plating | Fast Entry Ability | Marketplace | Fast Entry: entering the vehicle does not cost any AP | 20 | 350 | 2d 17h | |||
Gas Tanks | Engine Gas Upgrade | Marketplace | +6 | -1 Seat; Vulnerable to blasts: double effect of Blast damage | 15 | 300 | 2d 17h | ||
Bi-Turbo Engine Upgrade | Goo-Protected Engine Upgrade | -4 | Immune to Goo: no Slowed status from Goo, no additional movement cost for Goo covered tiles Adds 10 Armor and 100HP to wheels |
20 | 300 | 3d 4h |
Aspida Weapons
Picture | Name | Description | Research | Damage | Burst | Effective range | Special | AP | Ammo capacity | Weight | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tech Arms | Supporting Tech Arms | Default weapon | 10 | 2 | 1 | Piercing 50, Paralysis 12, Full restore ability | 2 | 12 | 7 | 40 | 100 | 1d | |
Apollo LT | Laser Cannons | Marketplace | 120 | 2 | 82 | 2 | 20 | 7 | 60 | 200 | 4d 8h | ||
Themis NT | Neural Turrets | 10 | 4 | 45 | Piercing 60, Paralysis 10 | 2 | 40 | 7 | 60 | 200 | 2d 16h |
Aspida Modules
Junker Weapons
Junker has two weapons in one. One of these weapons is always minigun that is the same for all three weapons. The other weapons varies. During combat player can choose which weapon he wants to use. All Junker modules and weapons can appear on Marketplace.
Picture | Name | Description | Damage | Shred | Burst | Effective range | Special | AP | Ammo capacity | Weight | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
The Minigun | Junker Combined Turret | 35 | 2 | 10 | 19 | 2 | 80 | 7 | |||||
The Vishnu Gun | Blast 50 | 10 | single shot | 24 | Blast Radius 2.5 | 2 | 8 | 7 | |||||
The Minigun | Junker Combined Turret | 35 | 2 | 10 | 19 | 2 | 80 | 7 | 20 | 450 | |||
The Screamer | Blast 80 | single shot | 20 | Blast Radius 1.5; Sonic 20 | 2 | 8 | 7 | ||||||
The Minigun | Junker Combined Turret | 35 | 2 | 10 | 19 | 2 | 80 | 7 | 20 | 600 | |||
The Fullstop | Blast 10 | single shot | 25 | Goo 1; Acid 20; Blast radius 3.5 | 2 | 8 | 7 |
Junker Modules
Picture | Name | Description | Special | Armor | Speed | |||
---|---|---|---|---|---|---|---|---|
Gunner Cockpit | Junker Hull Upgrade | On-board Gunner: AP costs for firing Weapons are reduced by 1 while a passanger is inside, but exiting the vehicle costs 3 AP | 10 | 300 | 2d 17h | |||
Slaughterhouse | Spiked Armor Hull Upgrade | Seats -1; +250 Additional HP; Spiked Armor: deals Piercing Damage to the attacker when suffering Melee or Bash attacks | 10 | 0 | 500 | 3d 4h | ||
Deathproof | Junker Engine Upgrade | Kill'n'Run: once per turn, take a free turn after killing an enemy | 20 | 400 | 3d 4h | |||
Jet Boosters | Junker Engine Upgrade | Kamikaze: the vehicle explodes upon death, causing significant damage to nearby targets | +14 | 30 | 500 | Instant |
Diplomacy
This section shows the reputation threshold triggers and the impact to other faction upon completing the associated mission or event.
BM: Before Mission
AM: After Mission
Training Centres
Training Centres give 2XP per hour for soldiers left at that base.
It is best to dedicate one large base as a training centre hub as the affect is additive, i.e. 4 training centres in the same base give 8XP per hour.
Each Training Centre costs 100 Tech and 250 Materials.
There are diminishing returns on training speed when building additional centres, equal to 1/(t+1); where t is the number of training centres.
- - if you have 4 training centres, training speed will increase 1/5th if you build another one.
The New Jericho Combat Training research increases Training Centre efficency by 4
XP Required | |||||
---|---|---|---|---|---|
LVL2 | LVL3 | LVL4 | LVL5 | LVL6 | LVL7 |
100 | 150 | 250 | 400 | 600 | 850 |
Without Combat Training Research
No. Training Centres | Hours | |||||
---|---|---|---|---|---|---|
lv1 - lv2 | lv1 - lv3 | lv1 - lv4 | lv1 - lv5 | lv1 - lv6 | lv1 - lv7 | |
1 | 50 | 125 | 250 | 450 | 750 | 1175 |
2 | 25 | 62.5 | 125 | 225 | 375 | 587.5 |
3 | 16.67 | 41.67 | 83.33 | 150 | 250 | 391.67 |
4 | 12.5 | 31.25 | 62.5 | 112.5 | 187.5 | 293.75 |
5 | 10 | 25 | 50 | 90 | 150 | 235 |
No. Training Centres | Days | |||||
---|---|---|---|---|---|---|
lv1 - lv2 | lv1 - lv3 | lv1 - lv4 | lv1 - lv5 | lv1 - lv6 | lv1 - lv7 | |
1 | 2.08 | 5.21 | 10.42 | 18.75 | 31.25 | 48.95 |
2 | 1.04 | 2.6 | 5.21 | 9.38 | 15.63 | 24.48 |
3 | 0.69 | 1.74 | 3.47 | 6.25 | 10.42 | 16.32 |
4 | 0.52 | 1.3 | 2.6 | 4.69 | 7.81 | 12.24 |
5 | 0.42 | 1.04 | 2.08 | 3.75 | 6.25 | 9.79 |
With Combat Training Research
No. Training Centres | Hours | |||||
---|---|---|---|---|---|---|
lv1 - lv2 | lv1 - lv3 | lv1 - lv4 | lv1 - lv5 | lv1 - lv6 | lv1 - lv7 | |
1 | 33.33 | 83.33 | 166.67 | 300 | 500 | 783.33 |
2 | 16.67 | 41.67 | 83.33 | 150 | 250 | 391.67 |
3 | 11.11 | 27.78 | 55.56 | 100 | 55.56 | 87.04 |
4 | 8.33 | 20.83 | 41.67 | 75 | 125 | 195.83 |
5 | 6.67 | 16.67 | 33.33 | 60 | 100 | 156.67 |
No. Training Centres | Days | |||||
---|---|---|---|---|---|---|
lv1 - lv2 | lv1 - lv3 | lv1 - lv4 | lv1 - lv5 | lv1 - lv6 | lv1 - lv7 | |
1 | 1.39 | 3.47 | 6.94 | 12.5 | 20.83 | 32.64 |
2 | 0.69 | 1.74 | 3.47 | 6.25 | 10.42 | 16.32 |
3 | 0.46 | 1.16 | 2.32 | 4.17 | 6.94 | 10.88 |
4 | 0.35 | 0.87 | 1.74 | 3.13 | 5.21 | 8.16 |
5 | 0.28 | 0.69 | 1.39 | 2.5 | 4.17 | 6.53 |
Void Omens
Below is a list of possible Void Omens:
- Ambushes more dangerous and more likely, but have more crates,
- All diplomatic penalties and rewards halved,
- All abilities cost +50% WP, but Delerium has no effect on WP,
- Maximum 6 operatives can be deployed on any mission, but +100% experience,
- Haven defenders always hostile, but crates available for looting,
- Pandorans evolve as they lose missions and colonies, but Phoenix research output increased by 50%,
- More mist in missions, can deploy one additional operative on standard missions,
- Diplomatic penalties among factions +50%, but double faction research,
- Attacks on havens twice as frequent,
- No limit to delerium, regardless of ODI level,
- Behemoth disruption threshold increased,
- Strength of Pandoran attacks on Havens increased +50%,
- New Pardoran Colonies are build +100% faster,
- Human perception lowered from 35 to 20,
- More Touched by the Void, but Umbra disappear after 1 turn,
- Touched by the Void can appear anywhere and Umbras can attack anyone,
- Destroyed Havens in mist always become infested,
- Haven's defense rating higher, rewards from haven defense lower,
- Pandorans gain reactive evolutionary resistance, cost of faction tech at Bazaar reduced.