Terror from the Void

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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, Akrham, MA

August 10, 2022

REVENANT.png

Last update: February 7, 2023

TFTV Open Beta available on Steam Workshop and on GitHub for non-Steam users.

Release proper coming out sometime around March 2023

Wiki Pending:

Festering Skies and Behemoth, Human Enemies, Revenants, Special starts, TBTV, Lota Rework

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 @

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 (Alistair, Olena and Helena)
Belial - Design & Playtesting
BFIG - Graphics & Proofreading
Dtony22 - Coding (Delirium perks)
Etermes - Playtesting
Ikobot - Data Mining & Playtesting
Louis - Text editing
MadSkunky - Coding, Design & Teaching How To Code
MikeyC - Playtesting & Proofreading
Torinus - Playtesting
Voland - Coding, Design & Narrative
Yokes - Playtesting

Additional closed-beta testing:
- Blathergut
- Linuslim
- Rogue_Wave
- 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

PANDORAN COLONIES.png

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

SUFFERS ONEIRIC DELIRIUM.png

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?

DELIRIUM.png

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 permanent side effects.

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

UMBRA.png

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.

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).
  • Schemata story & missions changed: all Schemata missions replaced by a single mission (formerly KE Miss2).
  • Gaining control of all types of ancient sites (the three mining sites and the three processing sites) allows to research Pandoravirus, Virophage and Yuggothian Entity - an alternative to completing the Symes questline.

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.png
BEHEMOTH BEHAVIOR.png
PANDORAN FLYER.png

During most of the game, the Behemoth will only attack havens that have been visited by one of its flyers and have returned to the Behemoth. The Behemoth will never destroy or infest such havens, but only damage them.

To prevent the Behemoth from damaging the havens (which causes some population loss and damages all the buildings, preventing trade, recruitment and raiding, therefore also reducing its defenses) 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 Experimental Treatment and Vita grenade research
    • Destroying the Behemoth removes Delirium and Void Omens.

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

There are big changes coming to the Marketplace, but for now 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.

Compatibility with other mods

TFTV was designed from the ground up and tested to be played with BetterClasses. It is also fully compatible with BetterEnemies, for players seeking an additional challenge. It may work with other mods as well, but that is not guaranteed.

***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.

3rd row overview video

Third Row in TftV consist of 4 components

  1. Background Perks
  2. Faction or Origin Perks
  3. Proficiency Perk
  4. 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.

  • 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.

link=] Assault 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 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.

KillnRun.jpg 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.pngReady 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 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 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 “Exertion” skill can be extremely powerful coupled with Rapid Clearance. As you will recover Willpower from slain enemies it is possible to recover all WP lost using this and other skills during the turn. 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:

Quarterback2.png 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).

Aimedburst.jpg 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.

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

All chaos weapons (purchased from Bazzar) start at -30% malfunction rate and gain 2% per shot. This gives 15 shots before the weapon gains a malfunction chance. Some impossible (ancient) weapons were nerfed and some gained additional research requirements


Assault Rifles

The Vidar Grenade Launcher is classed as an Assault Rifle.

Name Description Research needed Damage Special Burst Effective range Ammo capacity Weight Manufacturing cost in Tech Manufacturing cost in Materials Time in hours with one Fabrication Plant Manufacturing cost in Living crystal Manufacturing cost in Protean Mutane Ammo Manufacturing cost of ammo in Tech Manufacturing cost of ammo in Materials
Obliterator2r.png

Obliterator

Kaos Assault Rifle buyable from Kaos Marketplace 30 Shred 1 8 25 - 3 0 75-150 0 - no ammo
1piranha.png

Piranha AR-51

New Jericho Piercing Assault Rifle NJ.png

Armor piercing technology

40 Piercing 15 4 22 32 3 32 95 23 - 1piranhamag.png 5 16
1bulldog.png

Bulldog AR-50

New Jericho Gauss Assault Rifle NJ.png

Gauss technology

40 Shred 2 4 22 32 3 12 100 18 - 1bulldogmag.png 3 22
1deimos.png

Deimos AR-L

Synedrion Laser Assault Rifle Synedrion.png

Laser Weapons

30 Shred 1 6 32 60 3 33 65 20 - 1deimosmag.png 10 19
Danchev AR.png

Burner AR

Acid Firing Living Assault Rifle Destroy 2 Infested Havens 30 Shred 1 Acid 10 6 27 - 3 cannot be produced no ammo
1ares.png

Ares AR-1

Phoenix Assault Rifle - 30 Shred 1 6 25 36 3 5 86 15 - 1aressmag.png 1 21
1yatarnew.png

Yat AR

Independent Assault Rifle - 30 Shred 1 6 17 30 3 3 59 3 - Yatarmag.png 0 15

Shotguns

Name Description Research needed Damage Special Burst Effective range Ammo capacity Weight Manufacturing cost in Tech Manufacturing cost in Materials Time in hours with one Fabrication Plant Manufacturing cost in Living crystal Manufacturing cost in Protean Mutane Ammo Manufacturing cost of ammo in Tech Manufacturing cost of ammo in Materials
Redemptor2r.png

Redemptor

Kaos Shotgun buyable from Kaos Marketplace 40 Acid 5 8 13 - 4 0 100-220 0 - no ammo
Slamstrike.png

Slamstrike

Phoenix Shock Shotgun 1pp.png

Shotgun Advancement

120 Shred 5

Shock 180

single shot 19 4 4 13 140 24 - Slamstrikemag.png 1 13
1shardgun.png

Shard Gun

Ancient tech shotgun Each site.png

Shard Gun Advanced Viral Weapons

25 Piercing 10 Psychic 1 15 13 no ammo 4 0 175 30 50 50 no ammo
1harrower.png

Harrower

Disciples of Anu Shredding Shotgun Anu.png

Shredding Technology development

35 Shred 8 8 10 40 4 20 160 28 - 1harowwermag.png 4 33
1iconoclast.png

Iconoclast

Disciples of Anu Shotgun Anu.png

Disciples of Anu Equipment

30 - 13 8 50 3 5 89 15 - 1iconoclastmag.png 2 32
1mercy.png

Mercy SG3

Phoenix Shotgun 1pp.png

Shotgun Technology

35 - 8 10 48 3 4 69 13 - 1mercymag.png 2 31

Grenade Launchers

Name Description Research needed Damage Special Burst Effective range Ammo capacity Weight Manufacturing cost in Tech Manufacturing cost in Materials Time in hours with one Fabrication Plant Manufacturing cost in Living crystal Manufacturing cost in Protean Mutane Ammo Manufacturing cost of ammo in Tech Manufacturing cost of ammo in Materials
Vidar.png

Vidar Grenade Launcher

Phoenix Grenade Launcher 1pp.png

Agile Grenade Launcher Development

Blast 50 Shred 20

Acid 10

single shot 20 1 3 8 90 16 - Vidarammo.png 1 12

Cannons

Name Description Research needed Damage Shred Burst Effective range Action Points Special Ammo capacity Hands to use Weight Manufacturing cost in Tech Manufacturing cost in Materials Time in hours with one Fabrication Plant Manufacturing cost in Protean Mutane Ammo Manufacturing cost of ammo in Tech Manufacturing cost of ammo in Materials
Devastator2r.png

Devastator

Kaos Heavy Autocannon buyable from Kaos Marketplace 150 - 2 17 3 Shock 150 - 2 5 0 110-220 0 - no ammo
1hel.png

Hel II Cannon

Phoenix Heavy Cannon 1pp.png

Heavy Cannon Development

200 20 single shot 17 3 Shock 280 6 2 5 19 150 27 - 1helmag.png 4 29
Tyr1.png

Tyr-1 Autocannon

Phoenix Heavy Autocannon - 60 5 3 20 3 Shock 100 12 2 4 9 100 17 - Tyrmag.png 2 19
1jormungandr.png

Jormungandr Cannon

Phoenix Acid Cannon 1pp.png

Advanced Acid Technology Heavy Cannon Development

10 - 10 17 3 Acid 40 50 2 5 64 295 56 - 1jormumag.png 14 43

Machine Guns

Name Description Research needed Damage Shred Burst Effective range Action Points Special Ammo capacity Hands to use Weight Manufacturing cost in Tech Manufacturing cost in Materials Time in hours with one Fabrication Plant Manufacturing cost in Protean Mutane Ammo Manufacturing cost of ammo in Tech Manufacturing cost of ammo in Materials
1deceptor.png

Deceptor MG

New Jericho Gauss Machine Gun NJ.png

Gauss technology

35 2 12 14 3 - 60 2 5 12 95 18 - 1deceptormag.png 5 38
Danchev MG.png

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
1uragan.png

Uragan MG

Independent Machine Gun - 35 2 10 11 3 - 40 2 5 3 59 3 - 1uraganmag.png 0 25

Launchers

Name Description Research needed Damage Shred Burst Effective range Action Points Special Ammo capacity Hands to use Weight Manufacturing cost in Tech Manufacturing cost in Materials Time in hours with one Fabrication Plant Manufacturing cost in Protean Mutane Ammo Manufacturing cost of ammo in Tech Manufacturing cost of ammo in Materials
1rebuke.png

Rebuke

Ancient tech grenade launcher Each site.png

Rebuke

Blast 70 single shot 25 3 Blast radius 3.5 Fire 20 no ammo 2 5 0 175 30 125 no ammo
1archangel.png

Archangel RL1

New Jericho Heavy Rocket Launcher NJ.png

Advanced Rocket Technology

Blast 80 10 single shot 400 3 Piercing 50 Damage to Body Parts x3 4 2 5 39 180 35 - 1archmag.png 21 100
1goliath.png

Goliath GL 2

Phoenix Grenade Launcher 1pp.png

Grenade Launcher Technology

Blast 60 10 single shot 25 3 Blast radius 3.5 8 2 5 10 85 16 - 1golimag.png 14 110
Mounted Launchers (Only usable with Heavy Body Armor and the Neural Torso)
1thor.png

Thor AML

New Jericho Advance Missile Launcher NJ.png

Advanced Missile Technology

Blast 100 20 single shot 35 1 Blast radius 3.5 2 0 2 56 165 38 - 1thormag.png 18 36
1destiny3.png

Destiny III

Phoenix Laser array 1pp.png

Technician Development research Multi-sensor Threat Detection Advanced Laser Technology

70 - 3 999 1 - 12 0 2 89 180 48 - 1destinymag.png 9 17
1ragnarok.png

Ragnarok

Phoenix Shredding Missile Launcher 1pp.png

Advanced Shredding Technology

Blast 40 20 4 35 1 Blast radius 5.5 8 0 2 38 175 34 - 1ragnmag.png 62 24
1fury2.png

Fury-2

New Jericho Missile Launcher NJ.png

Neural Implant Technology

Blast 70 10 single shot 25 1 Blast radius 3.5 2 0 2 24 75 18 - 1fury2mag.png 8 24

Flamethrower

Name Description Research needed Damage Shred Burst Effective range Action Points Special Ammo capacity Hands to use Weight Manufacturing cost in Tech Manufacturing cost in Materials Time in hours with one Fabrication Plant Manufacturing cost in Protean Mutane Ammo Manufacturing cost of ammo in Tech Manufacturing cost of ammo in Materials
1dante.png

Dante FT

New Jericho Flamethrower NJ.png

Incendiary technology

80
Fire 40
- single shot 12 2 Blast radius 3 4 2 5 39 185 9 - 1dantemag.png 14 67

Sniper Rifles

Name Description Research needed Damage Special Effective range Action Points Ammo capacity Manufacturing cost in Tech Manufacturing cost in Materials Time in hours with one Fabrication Plant Manufacturing cost in Living crystal Manufacturing cost in Orichalcum Manufacturing cost in Protean Mutane Ammo Manufacturing cost of ammo in Tech Manufacturing cost of ammo in Materials
Subjector2r.png

Subjector

Kaos Sniper Rifle buyable from Kaos Marketplace 130 Poison 30 51 3 no ammo 0 125-225 0 - no ammo
1scorpion.png

Scorpion

Ancient tech Sniper Rifle Each site.png

Scorpion Armadillo

140 Shred 10 58 3 no ammo 0 120 21 50 50 50 no ammo
1raven.png

Raven SR13

New Jericho Piercing Sniper Rifle NJ.png

Armor piercing technology

130 Piercing 50 45 3 10 42 125 29 - 1ravenmag.png 5 16
1cyclops.png

Cyclops SR7

New Jericho Gauss Sniper Rifle NJ.png

Gauss technology

130 - 45 3 10 17 135 24 - 1cyclopsnmag.png 3 21
1pythagoras.png

Pythagoras VII

Synedrion Laser Sniper Rifle Synedrion.png

Laser Weapons

120 - 63 3 15 52 105 29 - 1pythmag.png 9 18
1gungnir.png

Gungnir SR-2

Phoenix Virophage Sniper Rifle 1pp.png

Virophage weapons

110 Virophage 80 45 3 10 66 130 37 - 1gungmag.png 10 19
1firebird.png

Firebird SR

Phoenix Sniper Rifle - 110 - 51 3 8 6 115 19 - 1firemag.png 1 16
VyaraSR.png

Vyara SR

Independent Sniper Rifle - 100 - 45 3 6 5 84 4 - VyaraSRmag.png 0 10
Hawk.png

Hawk-41K

Phoenix Light Sniper Rifle 1pp.png

Myrmidon Autopsy Light Sniper Rifle Technology

90 - 51 2 7 13 150 25 - Hawkmag.png 1 11
1athenans.png

Athena NS-2

Synedrion Neural Sniper Rifle Synedrion.png

Advanced Paralyzing weapons

10 Piercing 60
Paralysis 16
45 3 12 63 125 34 - 1athenamag.png 9 19

Handguns

Name Description Research needed Damage Special Effective range Action Points Ammo capacity Manufacturing cost in Tech Manufacturing cost in Materials Time in hours with one Fabrication Plant Manufacturing cost in Living crystal Manufacturing cost in Orichalcum Manufacturing cost in Protean Mutane Ammo Manufacturing cost of ammo in Tech Manufacturing cost of ammo in Materials
Tormentor2r.png

Tormentor

Kaos Hand Cannon buyable from Kaos Marketplace 40 Piercing 10
Burst 2
22 1 - 0 50-125 0 - no ammo
1nergal.png

Nergal's Wrath

Disciples of Anu Hand Cannon Anu.png

Berserker Class

50 Shred 5 14 1 10 5 87 15 - 1nergalmag.png 1 22
1iron fury.png

Iron Fury HG

New Jericho Handgun NJ.png

Gauss technology

60 - 14 1 12 9 70 14 - 1ironfurymag.png 1 11
1hephaestus.png

Hephaestus II

Synedrion Laser Pistol Synedrion.png

Laser Weapons

50 - 27 1 22 24 48 15 - 1hephmag.png 6 11
1cypher.png

Cypher HG

Phoenix Handgun - 50 - 18 1 8 3 54 10 - 1cyphermag.png 0 7
2udar.png

Udar HG

Independent Handgun - 50 - 17 1 8 2 43 3 - Udarmag.png 0 6
1hera.png

Hera NP-1

Synedrion Neural Pistol Synedrion.png

Neurotoxin Weapons technology

10 Piercing 20
Paralysis 7
17 1 5 37 75 21 - 1heranmag.png 2 5
1sanctifier.png

Sanctifier

Disciples of Anu Acid Handgun Anu.png

Acid Weapons Technology

10 Acid 10
Burst 5
17 1 30 19 150 26 - 1sanctmag.png 2 11
1iron fury.png

Iron Fury HG

New Jericho Handgun Tobias.jpg Tobias West unique weapon
Cannot be researched
60 Piercing 20
Shred 5
20 1 12 cannot be produced 1ironfurymag.png 1 11

Melee

Name Description Research needed Damage Special Effective range Action Points Ammo capacity Weight Manufacturing cost in Tech Manufacturing cost in Materials Time in hours with one Fabrication Plant Manufacturing cost in Living crystal Manufacturing cost in Orichalcum Ammo Manufacturing cost of ammo in Tech Manufacturing cost of ammo in Materials
Melee Weapons - single shot weapons. 1 Hand to use required with the exception of Scyther
1scyther.png Scyther Ancient tech two-handed melee weapon Each site.png

Scyther Restricted Bionics Technology

300 Shred 30 1 2 5 0 200 31 125 125 no ammo
1mattock.png Mattock of the Ancients Ancient tech one-handed melee weapon Each site.png

Mattock

220 Shock 400 1 2 5 0 30 6 0 50 no ammo
1lance.png Phoenix Shock Lance Phoenix shock melee weapon 1pp.png

Advanced melee weapon Advanced Melee weapons Advanced Paralyzing weapons

160 Shock 600 1 2 2 38 115 27 no ammo
1marduk.png Marduk's Fist Disciples of Anu War Hammer Anu.png

Berserker Class

160 Shock 200 1 2 2 0 87 14 no ammo
1dagon.png Dagon's Tooth Disciples of Anu Blade Anu.png

Advanced Melee weapons

140 Bleed 50 1 2 2 0 82 13 no ammo
1scion.png Scion of Sharur Disciples of Anu Mace Anu.png

Advanced Melee weapons

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 Manufacturing cost in Tech Manufacturing cost in Materials Time in hours with one Fabrication Plant Ammo Manufacturing cost in Tech Manufacturing cost in Materials
Viral weapons (for Priest class) - Hands to use 2
1subjugator.png Subjugator Disciples of Anu Virus Sniper Rifle Anu.png

Advanced Viral Weapons

50 Piercing 20 Virus 8 single shot 51 3 10 4 24 115 23 1subjugatormag.png 3 14
1redeemer.png Redeemer Disciples of Anu Virus Rifle Anu.png

Anu Priest Class

20 Piercing 10 Virus 4 3 17 2 18 2 12 57 13 1redeemermag.png 2 8

Mech Arms & PWDs

Name Description Research needed Damage Special Burst Effective range Action Points Ammo capacity Hands to use Weight Manufacturing cost in Tech Manufacturing cost in Materials Time in hours with one Fabrication Plant Ammo Manufacturing cost of ammo in Tech Manufacturing cost of ammo in Materials
Mech Arms
1vva2.png VVA-2 Arms New Jericho Mech Arms NJ.png

Technician Development

Shock 180 >EMP 200
Remove mindfragger - Remove Mindfragger from an ally Technician repair - Restore 120 Hit Points to mechanical devices Technician heal - Restore 120 to the general Hit Points of an allied unit using 1 charge
single strike 1 1 5 2 3 63 125 34 1vva2mag.png 15 55
PDWs
1gorgon.png Gorgon Eye-A Phoenix Laser PDW 1pp.png

Advanced Laser Technology

40 4 20 1 48 2 2 52 105 29 1gorgonmag.png 10 19
1defender.png VDM Defender New Jericho Gauss PDW NJ.png

Technician Development

30 Shred 1 4 16 1 40 2 2 12 95 18 1defendermag.png 3 21
1enforcer.png VDM Enforcer New Jericho Piercing PDW NJ.png

Advanced Technician Weapons

20 Piercing 20 4 19 1 40 2 2 30 90 22 1enforcermag.png 3 10

Turrets

Name Description Research needed Damage Special Burst Effective range Ammo capacity Hands to use Weight Hit Points Armor Manufacturing cost in Tech Manufacturing cost in Materials Time in hours with one Fabrication Plant Ammo Manufacturing cost of ammo in Tech Manufacturing cost of ammo in Materials
1scorcher.png Scorcher AT Phoenix Laser Auto Turret 1pp.png

Advanced Laser Technology

60 4 29 160 1 4 150 30 61 120 33 1scorchmag.png 48 90
1rattlesnake.png Rattlesnake AT New Jericho Piercing Auto Turret NJ.png

Advanced Technician Weapons

40 Piercing 30 4 25 96 1 4 120 30 35 105 25 1rattlemag.png 15 46
1watcher.png Watcher AT New Jericho Gauss Auto Turret NJ.png

Technician Development

40 Shred 3 4 22 80 1 4 120 25 20 60 15 1watchermag.png 15 44

Crossbows

Ammo capacity for Crossbows (except Arachni SP I) is now configurable in the TFTV configuration file. Note ammo icons show 4 bolts.

Name Description Research needed Damage Special Effective range Action Points Ammo capacity Hands to use Weight Manufacturing cost in Tech Manufaturing cost in Materials Time in hours with one Fabrication Plant Manufacturing cost in Living crystal Ammo Manufacturing cost of ammo in Tech Manufacturing cost of ammo in Materials
Crossbows - single shot weapons. All crossbows are silent weapons.
1crystalcrosbow.png Crystal Crossbow Ancient tech silent crossbow Each site.png

Crystal Crossbow

60 Piercing 40 41 1 no ammo 2 3 0 85 17 75 no ammo
1eros.png Eros CRB III Synedrion crossbow Synedrion.png

Infiltrator class

60 34 1 3 2 3 12 95 18 1erosmag.png 0 7
1psyche.png Psyche CRB IV Synedrion Poison crossbow Synedrion.png

Venom Crossbow development

50 Poison 40 34 1 3 2 3 26 125 25 1psychemag.png 5 9
1arachni.png Arachni SP I Synedrion Spider Drone Specialized Pistol Synedrion.png

Infiltrator class

60 Blast radius 3.5 Shred 10
Deployspider.pngdeploy spider drone
15 2 3 1 2 6 48 10 1atachnimag.png 10 20

Grenades

All grenades are now produced instantly

Name Description Research needed Blast Shred Special Effective range Blast radius Manufacturing cost in Tech Manufacturing cost in Materials Time in hours with one Fabrication Plant
Odin grenade.png Odin Grenade Phoenix Grenade 50 10 16 2.5 1 10 4
Yggdrasil grenade.png Yggdrasil Grenade Phoenix Virophage Grenade 1pp.png

Virophage weapons

40 6 Virophage 60 12 2.5 4 9 4
Mjolnir.png Mjolnir Grenade Phoenix Shredder Grenade 1pp.png

Advanced Shredding Technology

40 30 12 2.5 5 14 6
Chimera grenade.png Chimera Grenade Synedrion poison grenade Synedrion.png

Poison weapons

30 Poison 40 12 2.5 2 11 5
Purification grenade.png Purification Grenade New Jericho Incendiary Grenade NJ.png

Incendiary technology

20 Fire 40 12 2.5 10 26 5
Imhullu grenade.png Imhullu Grenade Disciples of Anu Acid Grenade Anu.png

Acid Weapons Technology

20 Acid 20 Shock 140 12 2.5 3 13 5
Zeus grenade.png Zeus Grenade Synedrion EMP grenade Synedrion.png

Restricted Bionics Technology

EMP 60 12 2.5 6 13 6
Kydoimos grenade.png Kydoimos Grenade Synedrion Sonic Shock Grenade Synedrion.png

Advanced Paralyzing weapons

Sonic 15 12 3.5 4 11 5
Vita grenade item white1.jpg 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.

1pp.png

Vita Grenade

Heal 50 16 3 12 56 4