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, Akrham, MA
August 10, 2022
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
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
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
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 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
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
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.
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.
- 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 “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:
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.
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 | Ammo | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Obliterator |
Kaos Assault Rifle | buyable from Kaos Marketplace | 30 | Shred 1 | 8 | 25 | - | 3 | 0 | 75-150 | 0 | - | no ammo | |||
Piranha AR-51 |
New Jericho Piercing Assault Rifle | 40 | Piercing 15 | 4 | 22 | 32 | 3 | 32 | 95 | 23 | - | 5 | 16 | |||
Bulldog AR-50 |
New Jericho Gauss Assault Rifle | 40 | Shred 2 | 4 | 22 | 32 | 3 | 12 | 100 | 18 | - | 3 | 22 | |||
Deimos AR-L |
Synedrion Laser Assault Rifle | 30 | Shred 1 | 6 | 32 | 60 | 3 | 33 | 65 | 20 | - | 10 | 19 | |||
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 | ||
Yat AR |
Independent Assault Rifle | - | 30 | Shred 1 | 6 | 17 | 30 | 3 | 3 | 59 | 3 | - | 0 | 15 | ||
Shotguns
| Name | Description | Research needed | Damage | Special | Burst | Effective range | Ammo capacity | Weight | Ammo | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Redemptor |
Kaos Shotgun | buyable from Kaos Marketplace | 40 | Acid 5 | 8 | 13 | - | 4 | 0 | 100-220 | 0 | - | no ammo | |||
Slamstrike |
Phoenix Shock Shotgun | 120 | Shred 5
Shock 180 |
single shot | 19 | 4 | 4 | 13 | 140 | 24 | - | 1 | 13 | |||
Shard Gun |
25 | Piercing 10 Psychic 1 | 15 | 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 | |||
Iconoclast |
Disciples of Anu Shotgun | 30 | - | 13 | 8 | 50 | 3 | 5 | 89 | 15 | - | 2 | 32 | |||
Mercy SG3 |
Phoenix Shotgun | 35 | - | 8 | 10 | 48 | 3 | 4 | 69 | 13 | - | 2 | 31 | |||
Grenade Launchers
| Name | Description | Research needed | Damage | Special | Burst | Effective range | Ammo capacity | Weight | Ammo | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Vidar Grenade Launcher |
Phoenix Grenade Launcher | Blast 50 | Shred 20
Acid 10 |
single shot | 20 | 1 | 3 | 8 | 90 | 16 | - | 1 | 12 | |||
Cannons
| Name | Description | Research needed | Damage | Shred | Burst | Effective range | Action Points | Special | Ammo capacity | Hands to use | Weight | Ammo | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Devastator |
Kaos Heavy Autocannon | buyable from Kaos Marketplace | 150 | - | 2 | 17 | 3 | Shock 150 | - | 2 | 5 | 0 | 110-220 | 0 | - | no ammo | ||
Hel II Cannon |
Phoenix Heavy Cannon | 200 | 20 | single shot | 17 | 3 | Shock 280 | 6 | 2 | 5 | 19 | 150 | 27 | - | 4 | 29 | ||
Tyr-1 Autocannon |
Phoenix Heavy Autocannon | - | 60 | 5 | 3 | 20 | 3 | Shock 100 | 12 | 2 | 4 | 9 | 100 | 17 | - | 2 | 19 | |
Jormungandr Cannon |
Phoenix Acid Cannon | 10 | - | 10 | 17 | 3 | Acid 40 | 50 | 2 | 5 | 64 | 295 | 56 | - | 14 | 43 | ||
Machine Guns
| Name | Description | Research needed | Damage | Shred | Burst | Effective range | Action Points | Special | Ammo capacity | Hands to use | Weight | Ammo | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Deceptor MG |
New Jericho Gauss Machine Gun | 35 | 2 | 12 | 14 | 3 | - | 60 | 2 | 5 | 12 | 95 | 18 | - | 5 | 38 | ||
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 | |
Launchers
| Name | Description | Research needed | Damage | Shred | Burst | Effective range | Action Points | Special | Ammo capacity | Hands to use | Weight | Ammo | ||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rebuke |
Ancient tech grenade launcher | Blast 70 | 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 | ||||||||||||||
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 | ||||||||||||||
| 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 | ||||||||||||||
Destiny III |
Phoenix Laser array | Technician Development research Multi-sensor Threat Detection Advanced Laser Technology |
70 | - | 3 | 999 | 1 | - | 12 | 0 | 2 | 89 | 180 | 48 | - | 9 | 17 | |||||||||||||
Ragnarok |
Phoenix Shredding Missile Launcher | Blast 40 | 20 | 4 | 35 | 1 | Blast radius 5.5 | 8 | 0 | 2 | 38 | 175 | 34 | - | 62 | 24 | ||||||||||||||
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 | ||||||||||||||
Flamethrower
| Name | Description | Research needed | Damage | Shred | Burst | Effective range | Action Points | Special | Ammo capacity | Hands to use | Weight | Ammo | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dante FT |
New Jericho Flamethrower | 80 Fire 40 |
- | single shot | 12 | 2 | Blast radius 3 | 4 | 2 | 5 | 39 | 185 | 9 | - | 14 | 67 |
Sniper Rifles
| Name | Description | Research needed | Damage | Special | Effective range | Action Points | Ammo capacity | Ammo | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Subjector |
Kaos Sniper Rifle | buyable from Kaos Marketplace | 130 | Poison 30 | 51 | 3 | no ammo | 0 | 125-225 | 0 | - | no ammo | ||||
Scorpion |
Ancient tech Sniper Rifle | 140 | Shred 10 | 58 | 3 | no ammo | 0 | 120 | 21 | 50 | 50 | 50 | no ammo | |||
Raven SR13 |
New Jericho Piercing Sniper Rifle | 130 | Piercing 50 | 45 | 3 | 10 | 42 | 125 | 29 | - | 5 | 16 | ||||
Cyclops SR7 |
New Jericho Gauss Sniper Rifle | 130 | - | 45 | 3 | 10 | 17 | 135 | 24 | - | 3 | 21 | ||||
Pythagoras VII |
Synedrion Laser Sniper Rifle | 120 | - | 63 | 3 | 15 | 52 | 105 | 29 | - | 9 | 18 | ||||
Gungnir SR-2 |
Phoenix Virophage Sniper Rifle | 110 | Virophage 80 | 45 | 3 | 10 | 66 | 130 | 37 | - | 10 | 19 | ||||
Firebird SR |
Phoenix Sniper Rifle | - | 110 | - | 51 | 3 | 8 | 6 | 115 | 19 | - | 1 | 16 | |||
Vyara SR |
Independent Sniper Rifle | - | 100 | - | 45 | 3 | 6 | 5 | 84 | 4 | - | 0 | 10 | |||
Hawk-41K |
Phoenix Light Sniper Rifle | 90 | - | 51 | 2 | 7 | 13 | 150 | 25 | - | 1 | 11 | ||||
Athena NS-2 |
Synedrion Neural Sniper Rifle | 10 | Piercing 60 Paralysis 16 |
45 | 3 | 12 | 63 | 125 | 34 | - | 9 | 19 | ||||
Handguns
| Name | Description | Research needed | Damage | Special | Effective range | Action Points | Ammo capacity | Ammo | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tormentor |
Kaos Hand Cannon | buyable from Kaos Marketplace | 40 | Piercing 10 Burst 2 |
22 | 1 | - | 0 | 50-125 | 0 | - | no ammo | ||||
Nergal's Wrath |
Disciples of Anu Hand Cannon | 50 | Shred 5 | 14 | 1 | 10 | 5 | 87 | 15 | - | 1 | 22 | ||||
Iron Fury HG |
New Jericho Handgun | 60 | - | 14 | 1 | 12 | 9 | 70 | 14 | - | 1 | 11 | ||||
Hephaestus II |
Synedrion Laser Pistol | 50 | - | 27 | 1 | 22 | 24 | 48 | 15 | - | 6 | 11 | ||||
Cypher HG |
Phoenix Handgun | - | 50 | - | 18 | 1 | 8 | 3 | 54 | 10 | - | 0 | 7 | |||
Udar HG |
Independent Handgun | - | 50 | - | 17 | 1 | 8 | 2 | 43 | 3 | - | 0 | 6 | |||
Hera NP-1 |
Synedrion Neural Pistol | 10 | Piercing 20 Paralysis 7 |
17 | 1 | 5 | 37 | 75 | 21 | - | 2 | 5 | ||||
Sanctifier |
Disciples of Anu Acid Handgun | 10 | Acid 10 Burst 5 |
17 | 1 | 30 | 19 | 150 | 26 | - | 2 | 11 | ||||
Iron Fury HG |
New Jericho Handgun | Cannot be researched |
60 | Piercing 20 Shred 5 |
20 | 1 | 12 | cannot be produced | 1 | 11 | ||||||
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 | Ancient tech two-handed melee weapon | 300 | Shred 30 | 1 | 2 | 5 | 0 | 200 | 31 | 125 | 125 | no ammo | ||||||||||||||
| Mattock of the Ancients | Ancient tech one-handed melee weapon | 220 | Shock 400 | 1 | 2 | 5 | 0 | 30 | 6 | 0 | 50 | no ammo | ||||||||||||||
| Phoenix Shock Lance | Phoenix shock melee weapon | Advanced melee weapon Advanced Melee weapons Advanced Paralyzing weapons |
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 | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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 | |||||||||||||
| Redeemer | Disciples of Anu Virus Rifle | 20 | Piercing 10 Virus 4 | 3 | 17 | 2 | 18 | 2 | 12 | 57 | 13 | 2 | 8 | |||||||||||||
Mech Arms & PWDs
| Name | Description | Research needed | Damage | Special | Burst | Effective range | Action Points | Ammo capacity | Hands to use | Weight | Ammo | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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 | |||||||||||||
| PDWs | ||||||||||||||||||||||||||
| Gorgon Eye-A | Phoenix Laser PDW | 40 | 4 | 20 | 1 | 48 | 2 | 2 | 52 | 105 | 29 | 10 | 19 | |||||||||||||
| VDM Defender | New Jericho Gauss PDW | 30 | Shred 1 | 4 | 16 | 1 | 40 | 2 | 2 | 12 | 95 | 18 | 3 | 21 | ||||||||||||
| VDM Enforcer | New Jericho Piercing PDW | 20 | Piercing 20 | 4 | 19 | 1 | 40 | 2 | 2 | 30 | 90 | 22 | 3 | 10 | ||||||||||||
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
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 | Ammo | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Crossbows - single shot weapons. All crossbows are silent weapons. | ||||||||||||||||||||||||||
| Crystal Crossbow | Ancient 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 | 3 | 2 | 3 | 12 | 95 | 18 | 0 | 7 | ||||||||||||||
| Psyche CRB IV | Synedrion Poison crossbow | 50 | Poison 40 | 34 | 1 | 3 | 2 | 3 | 26 | 125 | 25 | 5 | 9 | |||||||||||||
| Arachni SP I | Synedrion Spider Drone Specialized Pistol | 60 | Blast radius 3.5 Shred 10 |
15 | 2 | 3 | 1 | 2 | 6 | 48 | 10 | 10 | 20 | |||||||||||||
Grenades
All grenades are now produced instantly
| Name | Description | Research needed | Blast | Shred | Special | Effective range | Blast radius | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Odin Grenade | Phoenix Grenade | 50 | 10 | 16 | 2.5 | 1 | 10 | 4 | ||||
| Yggdrasil Grenade | Phoenix Virophage Grenade | 40 | 6 | Virophage 60 | 12 | 2.5 | 4 | 9 | 4 | |||
| Mjolnir Grenade | Phoenix Shredder Grenade | 40 | 30 | 12 | 2.5 | 5 | 14 | 6 | ||||
| Chimera Grenade | Synedrion poison grenade | 30 | Poison 40 | 12 | 2.5 | 2 | 11 | 5 | ||||
| Purification Grenade | New Jericho Incendiary Grenade | 20 | Fire 40 | 12 | 2.5 | 10 | 26 | 5 | ||||
| Imhullu Grenade | Disciples of Anu Acid Grenade | 20 | Acid 20 Shock 240 | 12 | 2.5 | 3 | 13 | 5 | ||||
| Zeus Grenade | Synedrion EMP grenade | EMP 60 | 12 | 2.5 | 6 | 13 | 6 | |||||
| Kydoimos Grenade | Synedrion Sonic Shock Grenade | Sonic 15 | 12 | 3.5 | 4 | 11 | 5 | |||||
| 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 | 12 | 56 | 4 |