Dienekes
2016-02-17, 12:23 AM
CLASSES
Reading the class lists
Level: Each time you level up you can gain the benefits of the next level in your chosen class.
Health: Each time this column says +1 increase your health (or hit points) by +1.
Aim: Each time this column says +1 increase your aim modifier by +1.
Fortitude: Each time this column says +1 increase your Fortitude (or Fort) by +1.
Reflex: Each time this column says +1 increase your Reflex (or Ref) by +1.
Will: Each time this column says +1 increase your Will by +1.
Skills: Each time this column says +1 increase all skills in which you trained in at character creation by +1.
Special: This column shows the non-numerical benefits of a class. Each time this column says +1 perk it means you can pick 1 perk from the class' perk list. When it says proficiency you gain the classes bonus proficiencies further details on what proficiencies and what perks are available can be found below the class chart.
Ranger
http://i.imgur.com/KH8Dp3Ql.png
Level
Health
Aim
Fortitude
Reflex
Will
Skills
Special
1
+1
+1
+1
+1
+1
Proficiency
+1 Perk
2
+1
+1
+1
+1
+1 Perk
3
+1
+1
+1 Perk
4
+1
+1
+1
+1
+1
+1 Perk
5
+1
+1
+1
+1
+1 Perk
6
+1
+1
+1 Perk
7
+1
+1
+1
+1
+1
+1 Perk
8
+1
+1
+1
+1
+1 Perk
9
+1
+1
+1 Perk
10
+1
+1
+1
+1
+1
+1 Perk
Proficiency: At level 1 a Ranger gains access to the Shotgun Proficiency, the Melee Weapon Proficiency, and the Heavy Armor Proficiency
Ranger Perks
Every level a Ranger gains a Perk from the following list, he cannot pick the same perk twice. Each perk has a required level at which they become available. While you do not need to pick a perk at your highest level available, you cannot pick a perk at above your current Ranger level.
Perks Available at Level 1
Slash: 1 ending Action. You can move a number of squares up to your Move total, at the end of your movement you can make a melee attack as a free action.
Blademaster: Passive. Deal an extra +2 damage with all melee attacks
Phantom: Passive. If you are spotted while attempting to use the Stealth skill, you can re-roll your Stealth check at a -3 penalty to remain Concealed. In addition, if on a mission your team does not start concealed, you and you alone are still considered concealed. Requires: Trained in Stealth.
Lightning Reflexes: Passive. The first Reaction shot made against you each round will automatically miss. If used in conjunction with Shadowstep you will trigger a maximum of 1 reaction shots a round, if you choose.
Aggression: Passive. If no allies are within 6 squares of you, you gain +2 Crit range. This increase in Crit increases by +1 for every increased Tech level of your weaponry above the standard. For example, if you have an Arc Blade and a Storm Gun equipped the Arc Blade would increase the Crit range by +1 on sword attacks, while the Storm Gun would increae the crit range by +2 on shotgun attacks.
Perks Available at Level 3
Shadowstrike: Passive. When your enemy is unaware of you, the first attack you make is automatically a critical if successful. Requires: Trained in Stealth
Shadowstep: Passive. You do not trigger reaction shots.
Conceal: Free Action. You can use the Stealth skill to become Concealed as a free action once per mission. If your Stealth check failed, the failed result does not count against your uses per mission. Requires: Trained in Stealth.
Run and Gun: 1 Ending Action. You can move, then make an additional action. Cannot be used two rounds in a row.
Implacable: Passive. If you score a kill on your turn, you gain a free Move Action.
Perks Available at Level 6
Camouflage: Free Action. If you move into Full Cover at the end of your turn, you can make a free Stealth check opposed by the Perception of all enemies that can attack you. If your check is successful, they cannot attack you on their turn, provided you continue to have Full Cover against them. They can, however, still use area attacks to harm you. Requires: Trained in Stealth.
Steadfast: Passive. You are immune to Panic caused by damage dealt to you. In addition, you gain a +5 bonus to your Will against all non-Psionic effects (such as Shaken rolls).
Hunter's Instincts: Passive. If attacking a Flanked opponent, you deal an additional +3 damage.
Bladestorm: Reaction. If an enemy enters your melee range, you gain a free melee attack against them. This attack interrupts their action.
Deep Cover: Passive. If you did not attack this turn, you Hunker Down automatically at the end of your turn.
Untouchable: Passive. If you score a kill during your turn, the next attack against you will miss (this includes area attacks).
Perks Available at Level 9
Reaper: 1 Ending Action. If you kill an opponent with a melee attack, you may automatically get a free move action or use the Slash perk as a free action, provided you do not move more than 1 move actions distance before making your melee attack. This can chain to grant multiple additional moves or Slash attacks. Requires: Slash
Rapid Fire: 1 Ending Action. You may attack twice as a single action, both attacks suffer a -3 penalty to attack.
Resilience: Passive. You take no additional damage from critical hits.
Killer Instinct: Passive. If you use the Slash perk after taking one action only to Move, or use the Run and Gun perk, your next attack is an automatic crit. Requires: Slash or Run and Gun.
Specialist
http://vignette4.wikia.nocookie.net/xcom/images/0/0a/XCOM2_Specialist.png/revision/latest?cb=20150731003417
Level
Health
Aim
Fortitude
Reflex
Will
Skills
Special
1
+1
+1
+1
+1
+1
Proficiency
+1 Perk
2
+1
+1
+1
+1
+1 Perk
3
+1
+1
+1 Perk
4
+1
+1
+1
+1
+1
+1 Perk
5
+1
+1
+1
+1
+1 Perk
6
+1
+1
+1 Perk
7
+1
+1
+1
+1
+1
+1 Perk
8
+1
+1
+1
+1
+1 Perk
9
+1
+1
+1 Perk
10
+1
+1
+1
+1
+1
+1 Perk
Proficiency: At level 1 Specialists gain the Gremlin Proficiency, and the Heavy Armor Proficiency
Specialist Perks
Every level a Specialist gains a Perk from the following list, she cannot pick the same perk twice. Each perk has a required level at which they become available. While you do not need to pick a perk at your highest level available, you cannot pick a perk at above your current Specialist level.
Perks Available at Level 1
Aid Protocol: 1 Action. Your Gremlin moves to an ally, and provides that ally +2 Reflex until the start of your next turn. Provided that ally is within 20 squares of you and you have line of sight. For each increased Tech level in your Gremlin above standard, increase the Reflex gained by +2. For example, if using a Gremlin III Aid Protocol would provide the target +6 Reflex.
Medical Protocol: 1 Action. Your Gremlin can move to an ally and perform the Heal action, using your Heal check. Provided that ally is within 20 squares of you and you have line of sight. In addition, the Gremlin is considered to have 1 use of a medkit at the start of all missions, even if you did not equip one. If you do have one equipped, then you and your Gremlin share in the total number of uses of a medkit you can provide, with the Gremlin always providing 1 additional use. For example, if you bring a medkit and have the Field Medic perk and Medical Protocol, the medkit provides 1 use, Field Medic provides 2 additional uses, and Medical Protocol provides 1 additional use, for a total of 4 uses.
Combat Protocol: 1 Ending Action. Make a Mechanical check opposed by Fortitude of a single enemy within 20 squares of you for which you have line of sight. If successful, your Gremlin can move to an enemy and deal 2 damage that ignores Armor Value. If the enemy is Mechanical your gremlin deals an additional +2 damage. For each increased Tech level in your gremlin above the standard, increase the damage dealt by +2 (+4 if against MEchanical enemies). For example if using a Gremlin II, Combat Protocol would deal 4 damage against organic enemies and 8 damage against Mechanical enemies.
Sprinter: Passive. Increase your Move stat by 3.
Revival Protocol: 1 Action. You can send your Gremlin to remove all negative conditions from one ally within 20 squares of you which you have line of sight to, except Dead and Unconscious.
Perks Available at Level 3
Field Medic: Passive. If you have a medkit equipped it can be used 2 additional times per mission.
Haywire Protocol: 1 Ending Action. Make a Computer check opposed by the Will of one Mechanical enemy within 20 squares of you which you have line of sight to. If successful, the enemy is stunned for 1 round. If your check succeeds by 4 or more, the enemy will attack one of its own allies for 1 round. If your check succeeds by 8 or more, you gain control of that enemy for the next 3 rounds.
Scanning Protocol: 1 Action. Make a Mechanic check DC 14 to make your Gremlin moves to target location within 20 squares of you and scans the area, revealing any hidden (such as Concealed, Disguised, Invisible, or Burrowed) enemies within a 10 square radius of the Gremlin.
Covering Fire: Passive. Overwatch is now also triggered by enemy attacks.
Threat Assessment: Passive. Using Aid Protocol now allows the ally to enter Overwatch, even if they have spent all their actions for the turn. Requires: Aid Protocol
Perks Available at Level 6
Ready for Anything: Passive. If you end your turn by making an attack, without making any other actions, you automatically enter Overwatch at the end of your turn.
Field Surgeon: Passive. Your Heal actions heal an extra +2 damage. In addition, all Wounded timers after the mission on allies you used a Heal action on are halved.
Guardian: Passive. If you are in Overwatch, after a successful reaction shot, you may roll 1d20. If the result is 11 or greater you can make an additional reaction shot before the start of your next turn, provided another reaction shot is triggered. You can make multiple additional reaction shots in this way, provided your d20 rolls keep resulting in 11 or greater and you have ammo in your weapon. If an enemy is moving out of cover, triggering a reaction shot, then for every square the target moves out of cover, they potentially trigger an additional reaction shot, provided that each shot is successful, and your d20 check continues to be 11 or above. For example, if you are targeting a trooper that is moving to another piece of cover behind a wall, and that movement provides 2 squares out of cover and within your line of sight, the movement into the first square automatically triggers a reaction shot. If that shot is successful, and you roll 14 on your Guardian roll, the movement into the next open square would also trigger a reaction shot. If that shot is successful, and you roll 16, you could make an extra attack, unfortunately that last movement behind cover would not provoke a reaction shot. However, if a different opponent then moves, a reaction shot would be made, until you miss, roll below 11 on your Guardian roll, or run out of ammo.
Paramedic: Free Action. You can use a medkit as a free action, once per turn.
Ever Vigilant: Passive. If you spend all your actions on moves, you automatically enter Overwatch at the end of your turn.
Cool Under Pressure: Passive. While in Overwatch, you gain +2 Aim, and +2 crit chance.
Perks Available at Level 9
Restoration: 1 Ending Actions. Your Gremlin moves to each ally within 20 feet of you for which you have line of sight and provides the benefits of both Medical Protocol and Revival Protocol. This perk can be used only once per mission. Requires: Medical Protocol, Revival Protocol.
Sentinel: Passive. When in Overwatch, you gain the benefits of Guardian with a roll of 6 or greater. Requires: Guardian
Capacitor Discharge: 1 Ending Actions. Make a DC 20 Mechanics check, if successful your Gremlin flies to any location within 20 feet of you that is within line of sight and deals 1d4+3 damage to all organic and mechanical creatures and in a 4 square radius that ignores Armor Value. Mechanical enemies take double damage. This damage is increased by 3 for every Tech level your Gremlin is above standard. For example a Gremlin III would deal 1d4+9 damage to all creatures in the radius. This perk can be used only once per mission. If your Mechanics check failed, the failed result does not count against your uses per mission. Requires: Combat Protocol.
Aggressive Hacking: 1 Ending Actions. Make a Computer check opposed by the Will of target Mechanical enemy that is within 20 feet of you and is within line of sight. If successful, you gain control of that enemy until the end of the mission. This perk can only be used once per mission. If your Mechanics check failed, the failed result does not count against your uses per mission. Requires: Haywire Protocol.
Grenadier
http://vignette2.wikia.nocookie.net/xcom/images/e/e3/XCOM2_render_convgrenadier.jpg/revision/latest/scale-to-width-down/210?cb=20150916235521
Level
Health
Aim
Fortitude
Reflex
Will
Skills
Special
1
+1
+1
+1
+1
Proficiency
+1 Perk
2
+1
+1
+1
+1
+1
+1 Perk
3
+1
+1
+1 Perk
4
+1
+1
+1
+1
+1 Perk
5
+1
+1
+1
+1
+1
+1 Perk
6
+1
+1 Perk
7
+1
+1
+1
+1
+1
+1 Perk
8
+1
+1
+1
+1
+1
+1 Perk
9
+1
+1 Perk
10
+1
+1
+1
+1
+1
+1 Perk
Proficiency: At level 1, Grenadiers gain Heavy Weapon Proficiency and Heavy Armor Proficiency
Grenadier Perks
Every level a Grenadier gains a Perk from the following list, he cannot pick the same perk twice. Each perk has a required level at which they become available. While you do not need to pick a perk at your highest level available, you cannot pick a perk at above your current Grenadier level.
Perks Available at Level 1
Shredder: Passive. Cannon attacks shred 2 armor. This increases by +1 for every Tech level over normal with your cannon. (For example, if using a Beam Cannon the amount of armor shred on cannon attacks would be 4)
Blast Padding: When wearing armor, you gain an extra +1 Armor Value, and reduce the damage from all explosive attacks by 66%.
Suppression: 1 Ending Action. You can expend 2 ammo to attack target enemy, instead of dealing damage your target suffers a -10 penalty to their aim, until the start of your next turn. However, if they move before then you gain a free reaction shot that consumes no ammo, but the enemy no longer suffers a penalty to aim. In addition, Suppressed enemies are knocked out of Overwatch.
Holo-Targeting: Passive. If you successfully attack or suppress an enemy all allies gain +2 aim when attacking that enemy before the end of your next turn.
Heavy Ordinance: You can carry an extra grenade.
Perks Available at Level 3
Chain Shot: 2 Ending Actions. You can spend 2 ammo to attack a single enemy in range at a -3 aim penalty. If that attack is successful, you can attack another single enemy in range (including the one you just attacked) with a free attack at a -3 penalty. This second attack does not cost any ammo.
Bullet Swarm: 1 Ending Action. When making an attack with your cannon, you can choose to expend 2 ammo, if you do so your attack targets all enemies in a 4x4 square.
Improved Heavy Ordinance: You can carry an additional extra grenade. Requires: Heavy Ordinance
Demolition: 1 Ending Action. You can expend 2 ammo to deal double damage to target piece of cover.
Flush: 1 Ending Action. Make an attack that expends 2 ammo, however, instead of dealing damage compare the attack to the target's Will, if successful the target is forced to move a minimum of half their Move.
Perks Available at Level 6
Will to Survive: If in cover and not Flanked, you reduce all damaging effects by 2 (including those that ignore Armor).
Suppression Storm: Passive. When using the Suppression ability, you can choose to suppress all enemies in a 4x4 square. Requires: Suppression.
Volatile Mix: Passive. Grenades, Bombs, Rockets, and Powered Equipment deal an additional 2 damage, and increase their radius by 1.
Biggest Booms: Passive. Grenades, Rockets, Bombs, and Powered Equipment now crit on a 19 or 20, see the Biggest Booms Critical List in the equipment section for how much additional damage crits deal.
Salvo: Passive. Using a Heavy Weapon or Grenade does not end your turn if used on the first action.
Hail of Bullets: As a full-round action, use up 3 ammo on an attack that is guaranteed to hit.
Perks Available at Level 9
Saturated Fire: 2 Ending Actions, use up 3 ammo to attack all enemies within a 12 square long cone that originates at you. Requires: Bullet Swarm
Rupture: 2 Ending Actions, use up 3 ammo to attack a single enemy. If successful, in addition to damaging your target compare your attack roll to the target's Fortitude, if your attack surpasses their Fortitude all attacks made against that enemy deal an additional +3 damage (this does not stack per multiple uses of Rupture). Requires: Holo-Targeting
Mayhem: Passive. All area attacks, including Suppression, deal an additional +2 damage to all targets.
Precision Ordinance: Passive. If making an area attack, one enemy hit by the attack is dealt an additional 4 damage.
Sharpshooter
http://video.newsserve.net/v/20150727/518969817-XCOM-Sharpshooter-Class-Intro.jpg
Level
Health
Aim
Fortitude
Reflex
Will
Skills
Special
1
+1
+1
+1
+1
Proficiency
+1 Perk
2
+1
+1
+1
+1
+1 Perk
3
+1
+1
+1
+1
+1 Perk
4
+1
+1
+1 Perk
5
+1
+1
+1
+1
+1
+1 Perk
6
+1
+1
+1
+1 Perk
7
+1
+1
+1
+1
+1 Perk
8
+1
+1
+1
+1 Perk
9
+1
+1
+1
+1
+1 Perk
10
+1
+1
+1
+1 Perk
Proficiency: At level 1 Sharpshooters gain the Sniper Rifle Proficiency, and the Heavy Armor Proficiency
Sharpshooter Perks
Every level a Sharpshooter gains a Perk from the following list, she cannot pick the same perk twice. Each perk has a required level at which they become available. While you do not need to pick a perk at your highest level available, you cannot pick a perk at above your current Sharpshooter level.
Perks Available at Level 1
Squadsight: Passive. All aim penalties caused by distance at Long range or further are reduced by 4 if the enemy is within Close range of an ally (to a minimum of 0).
Longwatch: Passive. Overwatch attacks can be made at Long range or further.
Return Fire: Reaction. When attacked, you can make a free reaction shot with your pistol against the opponent that attacked you, after the attack that triggers this ability is resolved.
Headshot: 2 Ending Actions. Make an attack with your sniper rifle with a -3 penalty to your Aim but deals +3 damage. This damage is increased by +1 for every Tech level over normal with your weapon (For example a Plasma Lance would deal +5 damage).
Snap Shot: You can now move and shoot your sniper rifle on the same turn (including Overwatch and all 2 Ending Action perks that specify the use of your sniper rifle, such as Headshot), however, all attacks made after movement suffer a -3 aim penalty until the start of your next turn.
Perks Available at Level 3
Lightning Hands: Free Action. Once per turn you can make a pistol attack against an enemy. This attack suffers a -3 penalty on your aim check, and doubles all range penalties to attack (but not range bonuses).
Quickdraw: Passive. Firing your pistol with your first action no longer ends your turn.
Low Profile: Passive. Half Cover provides an additional +2 Reflex.
Opportunist: Passive. Reaction shots no longer have an aim penalty.
Damn Good Ground: Passive. When attacking from elevation, you gain +2 aim and +1 reflex above what is already provided by elevation.
Perks Available at Level 6
In the Zone: The next attack made after killing an opponent deals +2 damage and gains +2 aim, provided that attack is made within a round of when the kill was made.
Kill Zone: Passive. Using Overwatch with a sniper allows you to gain a Reaction Shot against every enemy that moves.
Steady Hands: Passive. If you didn't move last turn, you gain +2 aim, and +2 crit range that lasts until you move.
Aim: Passive. If you Hunker Down, the first shot made on your next turn gains +4 aim.
Faceoff: 1 Ending Action. You can fire your pistol against every enemy within Close range at a -2 penalty.
Deadshot: Passive. Increase crit range of all weapons by 2, increase crit damage by 1.
Perks Available at Level 9
Fan Fire: 1 Ending Action. Make an attack with your pistol at a -4 aim penalty. If the attack is successful, you can make an additional 2 attacks with your pistol against that target. These attacks do not suffer the aim penalty of the initial attack.
Serial: Passive. If you kill an opponent on your turn you gain an additional 2 actions. You can only gain this benefit once per Round.
Improved Kill Zone: Passive. As Kill Zone, however, in addition you can make reaction shots against every enemy that attacks. Requires: Kill Zone
Double Tap: 2 Ending Actions, you can make two standard attacks or Headshots with your sniper rifle.
Psionic Operative
http://attackofthefanboy.com/wp-content/uploads/2016/01/XCOM2_Preview_Psi-Op-1.jpg
So, everyone who's played XCOM probably knows that Psionic Operatives are the strongest class, and part of the reason why is, well, because their abilities are stronger than everyone else, but also because of how they level up, allowing them to gain every perk available to them. While that's fine in a single person squad game, for a game that's supposed to be cooperative that's a bit unfair. So the Psi Ops presented here is quite a deal weaker than the one in the base game.
Level
Health
Aim
Fortitude
Reflex
Will
Skills
Special
1
+1
+1
+1
Proficiency
+1 Perk
2
+1
+1
+1
+1
+1 Perk
3
+1
+1
+1 Perk
4
+1
+1
+1
+1 Perk
5
+1
+1
+1
+1
+1 Perk
6
+1
+1
+1
+1 Perk
7
+1
+1
+1
+1 Perk
8
+1
+1
+1
+1
+1 Perk
9
+1
+1
+1 Perk
10
+1
+1
+1
+1 Perk
Proficiency: At level 1 Psionic Operatives gain the Psi Amp Proficiency
Psionic Operative Perks
Every level a Psionic Operative gains a Perk from the following list, she cannot pick the same perk twice. Each perk has a required level at which they become available. While you do not need to pick a perk at your highest level available, you cannot pick a perk at above your current Psionic Operative level.
Psionic Perks Available at Level 1
Mindfray: 1 Ending Action. Make a Psionic check opposed by target organic enemy's Will. If successful, the enemy is stunned for 1 round. If your check succeeds by 4 or more, the enemy will attack one of its own allies for 1 round. If your check succeeds by 8 or more, you gain control of that enemy for the next 3 rounds. Requires Focus to maintain effect.
Soulfire: 1 Ending Action. Make a Psionic check opposed by target organic enemies Fortitude Defense. If successful, you deal 1d4+2 damage to that creature that ignores Armor Value. For every Tech level above normal in your Psi Amplifier, you deal +2 damage to the target.
Stasis: 1 Ending Action. Make a Psionic check opposed by target enemy's Fortitude Defense. If successful, that enemy is stunned for 1 turn, during which they are immune to all damage and attacks. Requires Focus to maintain effect.
Inspire: 1 Action. Make a Psionic check DC 10, if successful, one ally within 6 squares of you can make an additional action.
Psionic Focus: 1 Action. Make a Psionic check DC 10, if successful create a point within 8 squares of you. All organic creatures (including enemies) within a 3 square radius of that point gain a +3 Will bonus for 3 rounds. You can only have one Psionic Focux up at a time. Leaving the area, removes the bonus. Requires Focus to maintain effect
Psionic Perks Available at Level 3
Soul Steal: Passive. If your Soulfire ability surpasses the Fortitude of your target by 4 or more, you heal yourself for half the damage dealt to that opponent (rounded down). Requires: Soulfire.
Stasis Shield: Passive. Stasis can be used on any wiling ally, provided you make a DC 14 Psionic check. Requires: Stasis.
Telekinetic Wall: 1 Action. Make a DC 14 Psionic check, if successful, create a 4x1 square wall of High Cover in any open square within 6 squares of you. This wall has the durability of concrete and lasts 3 turns. Requires Focus to maintain effect.
Solace: 1 Action. If an ally is under the influence of a Psionic caused mental condition (such as mind control), you can make a Psionic check DC equivalent to the Psionic roll that gave them that condition to negate it.
Sustain: Reaction. If you would be killed, you can instead make a DC 14 Psionic check to remain alive at 1 hit point, and put in stasis for 1 whole turn. This perk can only be used once per mission. Requires: Stasis.
Psionic Perks Available at Level 6
Soulfire Burst: Passive. If using Soulfire, your Psionics check surpasses the Fortitude by 6 or more you can choose to have Soulfire effect all organic creatures within a 3 square radius of your target. However, choosing to do so means you cannot gain the benefits of the Soul Steal perk, if you have it. Requires: Soulfire.
Psi-Reanimation: 1 Ending Action. Target a recently diseased corpse (as in, died within the time frame of the mission) and make a DC 17 Psionic check. If successful that corpse becomes a Psionic Zombie under your control. You can have only 1 Psionic zombie under your control at a time. Requires Focus to maintain effect.
Teleport: 1 Ending Action. Make a Psionic check DC 17 to teleport to any open square within 12 squares of you. This movement does not provoke reaction shots.
Improved Mindfray: Passive. When using Mindfray, even if not successful it still deals 1d6 damage. Requires: Mindfray
Fuse: 1 Ending Action. Make a DC 17 Psionic check, if successful you can detonate one explosive held by an enemy within 10 squares of you
Controlled Psionics: Passive. If you use an area of effect psionic perk, you get to choose, out of those within the area, who is and who is not effected by the perk.
Psionic Perks Available at Level 9
Void Rift: 2 Ending Actions. Make a DC 20 Psionic check, if successful pick a point within 12 squares of you. Everything within a 3 square radius of that point suffers 1d4 damage. This damage is increased by +2 for every Tech level in Psionic Amps above normal. In addition, compare the results of your Psionic check to the Will+4 of all organic creatures within the radius. If your check surpasses their Will+4 they suffer the effects of Mindfray. Requires Focus to maintain effect. This perk can only be used once per mission. If your Psionics check failed, the failed result does not count against your uses per mission. Requires: Mindfray
Domination: 2 Ending Actions. Make a Psionic check and compare the results to the Will of one organic enemy within 8 squares of you. If your check is successful, you gain control of that creature until the end of the mission. Requires Focus to maintain effect. This perk can only be used once per mission. If your Psionics check failed, the failed result does not count against your uses per mission.Requires: Mindfray.
Null Lance: 2 Ending Actions, make a Psionics check and compare the result to the Fortitude of all creatures in a 1x16 line originating at you. Draw a straight line from the center of your square to the center of the target square 16 squares away from you. All squares that this line passes through is effected by this perk. All creatures suffer 1d4 damage, if your check surpasses their Fortitude, this damage is doubled. For every Tech level above normal the base damage dealt to every creature in the area is increased by +1. Requires: Soulfire.
Dimensional Rift: 2 Ending Actions. Make a DC 20 Psionic check, if successful pick a point within 12 squares of you. Everything within a 3 square radius of that point suffers 1d4 damage. This damage is increased by every Tech level above normal in your Psionic Amplifier. In addition, if any organic creature is killed by this ability, they are resurrected as a Psionic Zombie under your control. However, the amount of potential zombies is determined by the results of your Psionics check. A roll of 20 will allow the creation of 1 Psionic Zombie, each zombie after the first requires the results of the Psionics check to be +4 above the necessary roll for the previous zombie. For example, a roll of 30 would allow 3 zombies (1 each for the result being above 20, 24, and 28). Requires Focus to maintain effect. This perk can only be used once per mission. If your Psionics check failed, the failed result does not count against your uses per mission. Requires: Psi-Reanimation
Dienekes
2016-02-17, 01:39 AM
Enemies
*Needs to be cleaned up a bit, still working on all the enemies*
Advent Trooper
http://vignette2.wikia.nocookie.net/xcom/images/8/81/XCOM2_ADVENT_Trooper.jpg/revision/latest?cb=20151007152748
Size: 1x1
Type: Organic
Health: 4, Aim 0, Move: 8, Will 10, Fort: 10, Reflex: 10
Perception: 10
Attacks
Assault Rifle: 3, 20/+1, Average range
Available Actions
Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up
Special Actions
Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.
Tactics
Advent Troopers are the basic enemy of the game and the easiest to defeat. They behave predictably, usually attacking whatever is closest. Though they will switch targets to focus on the enemy the Officer has Marked. While they can use Overwatch, this is usually reserved for protecting mission objectives that they know XCOM forces need to move to. Otherwise they attack first.
They are also frightfully unaware of their surroundings and will using burning about to explode cars as cover or run through a cloud of poison without the worrying of the consequences.
Advanced Advent Trooper
Size: 1x1
Type: Organic
Health: 8, Aim: 1, Move: 8, Will 12, Fort: 12, Reflex: 10
Perception: 10
Attacks
Mag Rifle: 5, 20/+2, Average range
Frag Grenade: 1d4, shred 1, Range: 8, Radius: 3, Quantity: 1
Available Actions
Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Throw Grenade
Special Actions
Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.
Elite Advent Trooper
Size: 1x1
Type: Organic
Health: 10, Aim: 3, Move: 8, Will 14, Fort 14, Reflex 13, Plasma Rifle:
Perception: 12
Attacks
Mag Rifle: 1d4+3, 19-20/+2, Average range
Frag Grenade: 1d4, shred 1, Range: 8, Radius: 3, Quantity: 1
Actions
Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Throw Grenade
Special Actions
Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.
Advent Officer
http://twinfinite.net/wp-content/uploads/2016/02/xcom_2-3104388-600x338.jpg
Size: 1x1
Type: Organic
Health: 7, Aim: 2, Move: 8, Will: 12, Fort: 12, Reflex: 10
Perception: 11
Attacks
Mag Rifle: 1d4+1, 19-20/+2, Average range
Frag Grenade: 1d4, shred 1, Range: 8, Radius: 3, Quantity: 1
Actions
Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Throw Grenade, Mark Target
Special Actions
Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.
Mark Target: 1 Action. Pick out one opponent within 8 squares, all allies gain +2 aim when attacking that target. All Advent will solely attack the marked target, if able. This ends upon the death of either the target or the Advent Officer. An Officer can only mark one enemy at a time.
Tactics
Smarter than the Trooper, an officer will use Mark on particularly open or weak opponents. Otherwise they behave similarly to the Trooper.
Advanced Officer
Size: 1x1
Type: Organic
Health: 12, Aim: 3, Move: 8, Will: 14, Fort: 14, Reflex: 10, Dodge: +3
Perception: 12
Attacks
Mag Rifle: 1d4+3, 19-20/+2, Average range
Frag Grenade: 1d4+1, shred 2, Range: 8, Radius: 3, Quantity: 1
Actions
Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Throw Grenade, Mark Target
Special Actions
Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.
Mark Target: 1 Action. Pick out one opponent within 8 squares, all allies gain +2 aim when attacking that target. All Advent will solely attack the marked target, if able. This ends upon the death of either the target or the Advent Officer.
Elite Officer
Size: 1x1
Type: Organic
Health: 16, Aim: 5, Move: 8, Will: 15, Fort: 15, Reflex: 14, Dodge: +3
Perception: 13
Attacks
Plasma Rifle: 1d4+5, 19-20/+2, Average range
Plasma Grenade: 1d4+3, 4 radius, 3 shred, 10 range, Quantity: 1
Actions
Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Throw Grenade, Mark Target
Special Actions
Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.
Mark Target: 1 Action. Pick out one opponent within 8 squares, all allies gain +2 aim when attacking that target. All Advent will solely attack the marked target, if able. This ends upon the death of either the target or the Advent Officer.
Advent Stun Lancer
http://tacticsquad.ru/wp-content/uploads/2015/09/XCOM-2---s-ADVENT-Stun-Lancer.png
Size: 1x1
Type: Organic
Health: 7, Aim: 0, Move: 9, Will: 12, Fort: 12, Reflex: 10
Perception: 10
Attacks
Assault Rifle: 1d4+1 damage, 18-20/+1, Average range
Shock Lance: 1d4, 18-20/+1, Melee, on successful attack roll a d20 opposed by the target's Fort. If successful, opponent is confused for 1 round, if successful by 3 or more, instead stunned for 1 round.
Actions
Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Slash
Special Actions
Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.
Slash: 1 Ending Action. Move and make a melee attack in the same action.
Heavy Lancer
Size: 1x1
Type: Organic
Health: 8, Aim: 0, Move: 10, Will: 14, Fort: 14, Reflex: 14, Armor: 1, Dodge: +5
Perception: 10
Attacks
Assault Rifle: 1d4+3 damage, 17-20/+2, Average range
Shock Lance: 1d4+3, 17-20/+2, Melee, on successful attack roll a d20+2 opposed by the target's Fort. If successful, opponent is confused for 1 round, if successful by 3 or more, instead stunned for 1 round.
Actions
Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Slash
Special Actions
Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.
Slash: 1 Ending Action. Move and make a melee attack in the same action.
Elite Lancer
Size: 1x1
Type: Organic
Health: 12, Aim: 2, Move: 10, Will: 14, Fort: 14, Reflex: 14, Dodge: +4
Perception: 12
Attacks
Assault Rifle: 1d4+4 damage, 17-20/+2, Average range
Shock Lance: 1d4+6, 17-20/+2, Melee, on successful attack roll a d20+4 opposed by the target's Fort. If successful, opponent is confused for 1 round, if successful by 3 or more, instead stunned for 1 round.
Actions
Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Slash
Special Actions
Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.
Slash: 1 Ending Action. Move and make a melee attack in the same action.
Advent Shieldbearer
http://virtualgameinfo.ru/wp-content/uploads/2016/02/shieldheaver-advent-icon-xcom2.jpg
Size: 1x1
Type: Organic
Health: 8, Aim: 2, Move: 8, Will: 15, Fort: 15, Reflex: 14, Armor: 2
Perception: 11
Attacks
Assault Rifle: 1d4+2 damage, 19-20/+2, Average range
Actions
Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Use Energy Shield
Special Actions
Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.
Use Energy Shield: Provides +3 Shield Health to self and all allies within a 10 square radius of the Shieldbearer. Killing the Shieldbearer destroys all shields.
Elite Shieldbearer
Size: 1x1
Type: Organic
Health: 9, Aim: 4, Move: 8, Will: 15, Fort: 15, Reflex: 14, Armor: 3
Perception: 12
Attacks
Assault Rifle: 1d4+3 damage, 19-20/+2, Average range
Actions
Scurry, Move, Attack, Hunker Down, Overwatch, Call Back Up, Use Energy Shield
Special Actions
Call Back Up: 1 Ending Action. Can only be done once per mission by all Advent forces. Mark an empty space with no ceiling within 12 squares with a flare. In 1 round 3 Advent forces will be dropped onto that position.
Use Elite Energy Shield: Provides +5 Shield Health to all allies within a 10 square radius of the Advent Shieldbearer, killing the Shieldbearer destroys all shields
Viper
http://i.ytimg.com/vi/AzAKyj-KK-E/hqdefault.jpg
Size: 1x1
Type: Organic
Health: 8, Aim: 3, Move: 9, Will: 12, Fort: 12, Reflex: 10, Dodge: +7
Perception: 12
Attacks
Beam Rifle: 1d4+1, 19-20/+2, Average range
Tongue Pull: 1d4, 19-20/+1, Close Range
Poison Spit: 3, Ignore 1 armor, 8 range, radius 2, applies Poison to all in area for 3 rounds. Quantity: 1
Crush: 1d4
Actions
Scurry, Move, Attack, Hunker Down, Overwatch, Tongue Pull, Crush, Poison Spit, Release, Release Dead Opponent.
Special Actions
Tongue Pull: 1 Ending Action. Can only be performed on enemies within 10 squares. Make a ranged attack against them at +2 aim. If the attack is successful it deals Tongue Pull damage, and compare the attack roll to the Fort of the target. If successful, the target is brought to an adjacent tile to the Viper and is considered Bound. Bound characters cannot take any actions on their turn except the Escape use of an Acrobatics check. If the enemy that the Viper successfully Bound had the Bladestorm ability, they are allowed a free melee attack against the Viper as a reaction to being brought into an adjacent square to the Viper, however, if this attack does not kill the Viper or otherwise cause the Viper to lose Focus the enemy cannot make any further Bladestorm attacks until they lose the Bound condition. While an opponent is Bound the Viper cannot Move. Keeping a character Bound requires Focus. If Focus is lost, the captured enemy is released in their adjacent square
Crush: Free Action. When an opponent is Bound due to a successful Tongue Pull, on your next turn and all following turns in which the opponent is bound you deal 1d4 damage to that opponent.
Poison Spit: Acts in all regards as a grenade.
Release: 1 Action. Let go of a Bound character.
Release Dead Opponent: Free Action. Lets go of a Bound character after they have died.
Muton
http://images.techtimes.com/data/images/full/181748/xcom-2-screenshot.jpg?w=600
Size: 2x2
Type: Organic
Health: 9, Aim: 6, Move: 9, Will: 10, Fort: 10, Reflex: 14, Armor: 2
Attacks
Beam Rifle: 1d4+2, shred 1, 19-20/+3, Average range
Plasma Grenade: 1d4+2, shred 1, range 9, radius 3
Bayonet: 1d4+4, 19-20/+3 Melee
Perception: 10
Actions
Scurry, Move, Attack, Hunker Down, Overwatch, Suppression, Counterattack, Execute
Special Actions
Suppression: 1 Ending Action. Use 2 ammo, target suffers -6 aim, reaction shot if move. Muton receives +2 Reflex.
Counterattack: Reaction. Melee attacks (other than ones caused by Bladestorm) are negated, and the Muton can make a free Bayonet attack against the enemy that made a melee attack against it.
Execute: 1 Ending Action. Instantly kills stunned opponents in Melee range with Bayonet.
Berserker
http://e5c351ecddc2f880ef72-57d6ff1fc59ab172ec418789d348b0c1.r69.cf1.rackcdn.c om/images/y2V3Mo66Spf9.878x0.Z-Z96KYq.jpg
Size: 3x3
Type: Organic
Health: 24, Aim: 4, Move: 10, Will: 15, Fort: 15, Reflex: 10
Perception: 12
Cannot be Flanked
Unstoppable: Can move through walls and cover as though not present, destroying them.
Aggressive: Cannot be Intimidated
Attacks
Devastating Blow: 1d4+4, 18-20/+3, Melee Range, Aim vs Fort+2 or Stunned
Actions
Scurry, Move, Bull Rush, Devastating Blow, Rage
Special Actions
Rage: If damaged, you can use Bull Rush. When in a rage, will attack allies if no enemies are able to be attacked this turn.
Bull Rush: Move twice as far as normal.
Chryssalid
http://www.gamerheadlines.com/wp-content/uploads/2015/07/2909107-xcom-2_chryssalid_screenshot_01-720x405.jpg
Size: 1x1
Type: Organic
Health: 10, Aim: 2, Move: 10, Will: 14, Fort: 14, Reflex: 14, Armor: 1, Dodge: +4
Perception: 15
Cannot Be Flanked
Immune: Poison
Attacks
Poison Claws: 1d4+3, 18-20/+3, Melee Range, applies poison 1d4 damage per turn for 3 turns. Enemies killed by attack or by poison turn into a Chryssalid Cocoon.
Actions
Scurry, Move, Attack, Slash, Burrow, Unburrow
Special Actions
Burrow: 1 Ending Action. Moves underground becoming unable to be seen and attacked with normal vision. Also cannot Move, Attack, or Slash until Unburrowed.
Unburrow: 1 Action. Comes out from underground, can be seen and attacked with normal vision. Can also Move, Attack, and Slash
Slash: 1 Ending Action. Can Move and make a melee attack as a single action.
Chryssalid Cocoon
Size:1x2
Type: Organic
Health: 30, Aim: -, Move: -, Will: -, Fort: 10, Reflex: 1
Attacks
None
Actions
Gestation
Special Actions
Gestation: Every 2 rounds release a Newborn Chryssalid, after releasing 3 Newborn Chryssalids the Cocoon dies.
Newborn Chryssalid
Size: 1x1
Type: Organic
Health: 6, Aim: 2, Move: 8, Will: 12, Fort: 12, Reflex: 12, Dodge: +4
Perception: 12
Immune: Poison
Attacks
Poison Claws: 1d4+3, 18-20/+3, Melee Range, applies poison 1d4 damage per turn for 3 turns. Enemies killed by attack or by poison turn into a Chryssalid Cocoon.
Actions
Scurry, Move, Attack, Slash, Burrow, Unburrow
Special Actions
Burrow: 1 Ending Action. Moves underground becoming unable to be seen and attacked with normal vision. Also cannot Move, Attack, or Slash until Unburrowed.
Unburrow: 1 Action. Comes out from underground, can be seen and attacked with normal vision. Can also Move, Attack, and Slash
Slash: 1 Ending Action. Can Move and make a melee attack as a single action.
Faceless
http://e5c351ecddc2f880ef72-57d6ff1fc59ab172ec418789d348b0c1.r69.cf1.rackcdn.c om/images/GMEJPT0IYIQl.380x260.oqJE__Sp.jpg
Size: 3x3
Type: Organic
Health: 10, Aim: 2, Move: 9, Will: 14, Fort: 14, Reflex: 10
Perception: 10
Attack
Claws: 1d4+1, 18-20/+2, area 3 squares adjacent to the Faceless, Melee
Actions
Scurry, Move, Attack, Leap, Change Form, Regenerate
Special Actions
Change Form: 1 Action. Turns from a human to a Faceless, or from a Faceless to a human. Cannot attack the turn it uses Change Form.
Regeneration: Free Action. At the start of each of their turns, heal 4 hit points
Leap(Special): As part of a Move Action a Faceless can jump equivalent to half their Move speed straight up, the movement is subtracted from their total movement as though it was walking straight.
Archon
https://pbs.twimg.com/tweet_video_thumb/CQzoyQPUwAE4i6i.png
Size: 1x1
Type: Organic
Health: 20, Aim: 4, Move; 10, Will: 20*, Fort: 20*, Reflex: 18, Dodge: +5
Perception: 14
Cannot Be Flanked
Attacks
Archon Staff: 1d4+4 19-20/+3, Average Range
Archon Staff: 1d4+5, 19-20/+3, Melee Range
Blazing Pinions: 1d4+4, 1 radius, 4 points within 6 squares, 1 delayed round, Quantity: 1
Actions
Scurry, Move, Attack, Airborne, Descend, Blazing Pinions, Battle Frenzy
Special Actions
Airborne: 1 Action. Can fly 35 squares into the air, cannot attack or move while Airborne, it can only use Blazing Pinions and Descend.
Descend: 1 Action. Flies back down from 35 squares high, can move anywhere within 20 squares of the initial flying up height.
Blazing Pinions: 1 Ending Action. Can only be used after using Airborne. Mark 4 locations each within 6 squares of each other. Each location and all adjacent squares are dealt 1d4+4 damage at the start of the Archon's next turn.
Battle Frenzy: Reaction. If injured, the Archon gains 1 extra action each Turn for the next 2 rounds. Their turn still ends on an Ending Action.
Andromedon
http://exploregram.com/wp-content/uploads/2015/11/Meet-the-Andromedon-XCOM2-newest-enemy-unit.-Follow-our-XCOM-channels-on-FB-and-Twitter-for-more-inf.jpg
Size: 2x2
Type: Organic
Health: 18, Aim: 4, Move: 9, Will: 20, Fort: 20, Reflex: 14, Armor 4
Perception: 12
Immune Acid
Unstoppable: Can move through cover, destroying it.
Attacks
Andromedon Cannon: 1d4+7, shred 2, 19-20/+3, Average range
Acid Bomb: 1d4+3, 4 radius, 3 armor shred, 10 range, acid burn for 3 turns. Quantity: 1
Fist Strike: 1d4+6, 19-20/+3, Melee, 2x2 area, damage is dealt to all cover in area.
Actions
Scurry, Overwatch, Throw Grenade, Fist Strike, Move, Attack, Mechanical Resurrection
Special Actions
Fist Strike: 1 Ending Action. This melee attack suffers a -3 Aim penalty and destroys all cover in the area of the attack even if the attack was a miss.
Mechanical Resurrection: Ending Reaction. If a Andromedon is killed it turns into the Andromedon Shell. However, while the effect of this ability is instantaneous, the suit cannot act until it's next turn. Furthermore, all Debuffs on the Andromedon will be removed when it turns into the Andromedon Shell.
Andromedon Shell
Size: 2x2
Type: Mechanical
Health: 18, Aim: 4, Move: 6, Will: 16, Fort: 16, Reflex: 12
Perception: 12
Immune: Acid, Fire, Poison
Unstoppable: Destroys cover in movement
Cannot Be Flanked
Attacks
Fist Strike: 1d4+6, 19-20/+3, Melee, 2x2 area, damage is dealt to all cover in area.
Actions
Scurry, Move, Acid Trail, Fist Strike
Special Actions
Acid Trail: Free Action. Each square the Andromedon Suit passes through it leaves a trail of acid that shreds 1 armor and deals 1d4 damage for 3 turns if someone passes through it. This trail lasts for 3 rounds.
Fist Strike: 1 Ending Action. This melee attack suffers a -3 Aim penalty and destroys all cover in the area of the attack even if the attack was a miss.
Advent MEC
https://pbs.twimg.com/media/CHts6llUEAAehN7.jpg
Size: 2x2
Type: Mechanical
Health: 8, Aim: 3, Move: 8, Will: 14, Fort: 14, Reflex: 10, Armor 2
Perception: 12
Immune: Fire, Poison
Attacks
Mag Cannon: 1d4+2, shred 1, 19-20/+2, Average range
Micro-missiles: 3, shred 1, radius 3, range 8. Quantity: 2
Actions
Scurry, Move, Attack, Overwatch, Suppression, Micro Missiles
Special Actions
Suppression: 1 Ending Action. Use 2 ammo, target suffers -6 aim, reaction shot if move. Advent MEC receives +2 Reflex.
Micro Missiles: Behave like grenades.
Heavy MEC
Size: 2x2
Type: Mechanical
Health: 15, Aim: 4, Move: 9, Will: 18, Fort: 18, Reflex: 14, Armor 3
Perception: 14
Immune: Fire, Poison
Attacks
Shredder Cannon: 1d4+5, shred 2
Micro-missiles: 1d4+1, shred 1, radius 3, range 8. Quantity: 2
Actions
Scurry, Move, Attack, Overwatch, Suppression, Micro Missiles
Special Actions
Suppression: 1 Ending Action. Use 2 ammo, target suffers -6 aim, reaction shot if move. Advent MEC receives +2 Reflex.
Micro Missiles: Behave like grenades.
Sectopod
http://www.dx781.com/wp-content/uploads/2016/01/The-Sectopod-is-set-to-march-through-your-forces-in-XCOM-2-351x185.jpg
Size:4x4
Type: Mechanical
Health: 32, Aim: 2, Move: 10, Will: 22, Fort: 22, Reflex: 10, Armor: 5
Perception: 15
Immune: Poison, Fire
Cannot Be Flanked
3 Actions per Turn
Attacks
Sectopod Blaster: 1d4+7, 19-20/+5, Average Range.
Lightning Field: 1d4+5, all adjacent squares
Wrath Cannon: 1d4+7, 3x10 line, originating at the Sectopod.
Self Destruct: 1d4+3, in an area covering up to 3 tiles away from the Sectopod.
Actions
Scurry, Sectopod Attack, Lightning Field, Overwatch, High Stance, Low Stance, Move, Self-Destruct, Wrath Cannon, Charge Wrath Cannon
Special Actions
Sectopod Attack: 1 Action. As normal attacks, except does not end action. However, can only fire twice per turn.
Lightning Field: 1 Action. Damages all adjacent creatures. Can only use once per turn.
High Stance: Free Action. Enters a higher stance, turns the Sectopod Blaster into a Long Range weapon, in addition allows the use of the Wrath Cannon and Charge Wrath Cannon actions. While in High Stance, the Sectopod gains the Elevation Bonus against all enemies on the ground.
Low Stance: Free Action. Turns the Sectopod Blaster into an Average range weapon, in addition can no longer use Wrath Cannon and Charge Wrath Cannon actions.
Charge Wrath Cannon: 1 Ending Action. Can only be used when in High Stance. Choose where the Wrath Cannon is going to be directed.
Wrath Cannon: 1 Action. Can only be done after using the Charge Wrath Cannon action. And must be done as the first action in the turn after using Charge Wrath Cannon. Cannot change where the Wrath Cannon is firing after it is chosen during the Charge Wrath Cannons action.
Self Destruct: Reaction. Deals 1d4+2 damage to everything within 3 squares of the Sectopod upon death.
Sectoid
http://vignette4.wikia.nocookie.net/xcom/images/2/2b/XCOM2_Sectoid.jpg/revision/latest?cb=20150617171126
Size: 1x1
Type: Organic
Health: 8, Aim: 3, Move: 8, Will: 20*, Fort: 20*, Reflex: 10, Psionics: 8
Perception: 10
Attacks
Plasma Pistol: 1d4+1, 19-20/+1, Average range
Actions
Scurry, Move, Overwatch, Hunker Down, Mindflay, Psi-Reanimation
Special Actions
Mindfray: 1 Ending Action. Make a Psionic check opposed by target organic enemy's Will. If successful, the enemy is stunned for 1 round. If your check succeeds by 4 or more, the enemy will attack one of its own allies for 1 round. If your check succeeds by 8 or more, you gain control of that enemy for the next 3 rounds. Requires Focus to maintain effect.
Psi-Reanimation: 1 Ending Action. Target a recently diseased corps and make a DC 15 Psionic check. If successful that corpse becomes a Psionic Zombie under your control. You can have only 1 Psionic zombie under your control at a time. Requires Focus to maintain effect.
Gatekeeper
http://0cb8dd5d2dc142d08f0f-eb3b436d25971e5860b39e72b0600342.r94.cf1.rackcdn.c om/images/CQJFJ1jivJ8F.878x0.Z-Z96KYq.jpg
Size: 3x3
Type: Organic
Health: 25, Aim: 6, Move: 9, Will: 24*, Fort: 24*, Reflex: 22, Armor 6, Psionic: +14*
Perception: 16
Immune: Fire, Poison when in Closed Shell
Cannot Be Flanked
Attacks
Beam Cannon: 1d4+8, 19-20/+4, Average range
Consume: 1d4+7, Melee
Gateway: 1d4+3, ignores armor, radius 6, range 12
Actions
Scurry, Open Shell, Close Shell, Move, Attack, Consume, Gateway, Self Destruct
Special Actions
Open Shell: Free action, allows the use of Gateway, Consume, and Close Shell, however lowers Reflex by 2, Armor by 3, and cannot use Beam Cannon or Open Shell.
Close Shell: Free action, can be done as a free action normally, or after being dealt damage. Gateway, Consume, and Close Shell are no longer usable, but Reflex is increased by 2, Armor by 3, and Beam Cannon and Open Shell can be used.
Gateway: 1 Ending Action. Make a DC 20 Psionic check, if successful pick a point within 12 squares of you. Everything within a 6 square radius of that point suffers 4+1d4 damage. In addition, all corpses are resurrected as a Psionic zombie under your control. You can have unlimited Psionic Zombies created in this way. Focus needed to maintain zombies.
Consume: 1 Ending Action. Deal consume damage to an opponent in melee, you Heal equal to the amount of damage dealt. If the damage would kill the enemy it is resurrected as a Psionic zombie under the Gatekeeper's control. Focus is needed to maintain zombies.
Self Destruct: Reaction. Deals 1d4+4 damage in a 3 square radius upon death.
Codex
http://vignette2.wikia.nocookie.net/xcom/images/1/13/XCOM2_Codex_screenshot.jpg/revision/latest?cb=20160207141152
Size: 1x1
Type: Mechanical
Health: 12, Aim: 4, Move: 9, Will: 20*, Fort: 20*, Reflex: 10, Dodge: +5, Psionic: +10*
Perception: 13
Immune: Fire, Poison
*Despite the fact that a Codex is considered Mechanical, it cannot be the target of Haywire Protocol or Aggressive Hacking, however it can be the target of Dominate and Mindfray.
Attacks
Beam Rifle: 1d4+3, 19-20/+2, Average range
Psionic Rift: 1d4+3, 6 radius, 10 range, 1 Round delay, empties all weapons
Actions
Scurry, Move, Teleport, Clone, Attack, Psionic Rift
Special Actions
Teleport: 1 Action. Make a DC 15 Psionics check. If successful, move anywhere within 16 squares. This movement does not provoke Reaction Shots.
Clone: Reaction. If damaged, Make a DC 15 Psionics check. If successful, the Codex may use the Teleport action as a free action, automatically succeeding on the roll and leave a copy of itself in the square that it just teleported away from. All remaining health is split evenly between the two. If the damage was odd then the original Codex gets the additional point of health. If the damage would leave the Codex with only 1 health, then the Clone is not made, though the Codex can still teleport away. The Clone has all the Codex's stats and abilities except Clone. This ability can only be used once per Mission.
Psionic Rift: 1 Ending Action. Make a DC 15 Psionics check. If successful, you point an area within 10 squares of the Codex to be the site of a Psionic Rift. All creatures in the area automatically lose all ammo in their weapons. If any creature is still in that area at the start of the Codex's next turn, that creature is dealt the damage of Psionic Rift.
Avatar
http://www.pcgames.de/screenshots/662x/2016/02/avatar-pc-games.jpg
Size: 1x1
Type: Organic
Health: 30, Aim: 7, Move: 10, Will: 30*, Fort: 30*, Reflex: 16, Dodge: +5, Armor: 3, Psionic: +20
Perception: 18
Immune: Single target Psionic abilities
Attacks
Psionic Repeater: 1d4+6, 16-20/+3, Average range
Dimensional Rift: 1d4+5, 6 radius, 10 range
Null Lace: 1d4+6, 1x10 area originating at the Avatar.
Actions
Scurry, Move, Attack, Avatar Mind Control, Dimensional Rift, Null Lance, Teleport, Teleport (Reaction), Regenerate
Special Actions
Avatar Mind Control: 1 Action. Psionic vs Will of any target within 8 squares. Lasts 4 rounds. Does not require Focus to maintain the effect.
Dimensional Rift: 1 Action. Make a Psionic check DC 20. If successful, create a Dimensional Rift anywhere within 10 squares. Every creature in the area take damage that ignores Armor. In addition, if any creature is in the area at the start of your next turn, they also take Dimensional Rift damage.
Null Lance: 1 Ending Action. Make a Psionic check DC 20. If successful, all creatures in the area are dealt damage.
Teleport: 1 Action. Make a DC 15 Psionics check. If successful, move anywhere within 10 squares. This movement does not provoke Reaction Shots.
Teleport: Reaction. If damaged, make a DC 15 Psionics check. If successful, move anywhere within 10 squares. This movement does not provoke Reaction Shots.
Regenerate: At the beginning of each of each of the Avatar's turns it heals 5 damage.
XCOM: ENEMY UNKNOWN ALIENS
There are quite a few differences between the aliens in both games, and both types will be potential enemies for those who wish to use them.
Sectoid
Size: 1x1
Type: Organic
Health: 3, Aim: 0, Move: 8, Will: 2, Fort: 2, Reflex: 10, Psionics: +2
Attacks
Plasma Pistol: 1d4+1, 19-20/+3
Actions
Scurry, Attack, Move, Overwatch, Hunker Down, Suppression, Mind Merge
Special Actions
Suppression: 1 Ending Action. One opponent within Medium range suffers -6 aim, in addition, if that opponent moves the Sectoid gains a Reaction Shot against them.
Mind Merge: 1 Ending Action. Make a Psionics check DC 5, if successful one allied Sectoid within Close range gains +1 health, +5 Will, and their crit range increases by 5 until the Sectoid's next turn. However, if this Sectoid dies while another Sectoid is under the effect of Mind Merge, both Sectoid's die.
Sectoid Commander
Size: 1x1
Type: Organic
Health: 14, Aim: 9, Move: 9, Will: 23*, Fort: 23*, Reflex: 16, Psionic: +13
Attacks
Plasma Pistol: 1d4+1, 19-20/+3
Alien Grenade: 5, 8 range, 2 radius
Mindfray: 5 damage, 8 range, -5 aim, -5 will, -3 Move to target. Lasts 3 rounds
Actions
Scurry, Move, Attack, Overwatch, Hunker Down, Throw Grenade, Mindfray, Greater Mind Merge, Mind Control, Psi Panic
Special Actions
Mindfray: 1 Ending Action. Make a Psionics check opposed by the Will of the target, if successful, the target suffers from the effects of Mindfray for 3 rounds. Cannot target Mechanical enemies.
Greater Mind Merge: 1 Ending Action. Make a Psionics check DC 15, if the check is successful all Sectoids within line of sight gain gains +1 health, +5 Will, and their crit range increases by 5 until the end of the mission. However, if the Sectoid Commander dies while another Sectoid is under the effect of Mind Merge, all Sectoids die.
Mind Control: 1 Ending Action. Make a Psionics check opposed by the Will of 1 target within Close range. If successful, the Sectoid Commander gains control of the target for the next 3 rounds. Can only have one Mind Controlled enemy at a time. Cannot target Mechanical enemies.
Psi Panic: 1 Ending Action. Make a Psionics check opposed by the Will of 1 target within Average range. If successful, the target suffers the effects of Panic. Mechanical enemies are immune.
Thin Men
Size: 1x1
Type: Organic
Health: 4, Aim: 4, Move: 10, Will: 3, Fort: 3, Reflex: 10
Immune: Poison
Attack
Light Plasma Rifle: 1d4+3, 19-20/+4, Average range
Poison Spit: 0, 12 range, radius 1, all in radius are Poisoned suffering -4 aim, -1 Move, and 1 damage over the next 3 rounds.
Poison Cloud: radius 1, all in radius are Poisoned suffering -4 aim, -1 Move, and 1 damage over the next 3 rounds.
Actions
Scurry, Move, Attack, Leap, Poison Spit, Suppression, Poison Cloud
Special Actions
Leap: Part of a Move action. A Thin Man can jump up 1 elevation as part of a Move action at the cost of only 1 square of movement.
Poison Spit: 1 Ending Action. Uses the same rules as a grenade.
Suppression: 1 Ending Action. One opponent within Medium range suffers -6 aim, in addition, if that opponent moves the Thin Man gains a Reaction Shot against them.
Outsider
Size: 1x1
Type: Mechanical
Health: 5, Aim: +6, Move: 8, Will: 4, Fort: 4, Reflex: 13
Attacks
Light Plasma Rifle: 1d4+3, 19-20/+4, Average range
Actions
Scurry, Move, Attack, Overwatch, Suppression, Materialize
Special Actions
Suppress: 1 Ending Action. One opponent within Medium range suffers -6 aim, in addition, if that opponent moves the Outsider gains a Reaction Shot against them.
Materialize: Free Action. The Outsider appears out of glowing energy when an enemy gets within Close range of where the Outsider is being contained in an enemy spaceship, usually the Core or the Command Room
Floater
Size: 1x1
Type: Organic
Health: 4, Aim: -1, Move: 8, Will: 2, Fort: 2, Reflex: 10
Floaters can bypass ground obstacles when moving.
Attacks
Light Plasma Rifle: 1d4+3, 19-20/+4, Average range
Actions
Scurry, Move, Attack, Overwatch, Launch, Airborn
Special Actions
Launch: 1 Ending Action. The Floater exits the battlefield and cannot be targeted. At the start of the next turn, the Floater reappears anywhere on the battlefield accessible by air travel. This action can only be done while outdoors.
Airborn: 1 Action. The Floater flies up 1 elevation and hovers there, while there the Floater gains an elevation bonus, and increases their Reflex by +4.
Heavy Floater
Size: 1x1
Type: Organic
Health: 14, Aim: +5, Move: 8, Will: 5, Fort: 5, Reflex: 13
Heavy Floaters can bypass ground obstacles when moving.
Attacks
Plasma Rifle: 1d4+5, 19-20/+5, Average range
Alien Grenade: 5, 2 radius, 20 range
Actions
Scurry, Move, Attack, Overwatch, Launch, Airborn, Throw Grenade
Special Actions
Launch: 1 Ending Action. The Floater exits the battlefield and cannot be targeted. At the start of the next turn, the Floater reappears anywhere on the battlefield accessible by air travel. This action can only be done while outdoors.
Airborn: 1 Action. The Floater flies up 1 elevation and hovers there, while there the Floater gains an elevation bonus, and increases their Reflex by +4.
Cyberdisk
Size: 2x2
Type: Mechanical
Health: 20, Aim: +5, Move: 10, Will: 0, Fort: 0, Reflex: 13
Cyberdisks can bypass ground obstacles when moving.
Immune: Fire, Poison, Stun
Attacks
Cyberdisk Cannon: 1d4+5, 19-20/+5, Average range
Alien Grenade: 5, 20 range, 2 radius
Death Blossom: 1d4+3, 3 radius, centered on the Cyberdisk.
Actions
Scurry, Move, Attack, Overwatch, Throw Grenade, Open, Close, Death Blossom
Special Actions
Close: Free Action. The Cyberdisk starts in Closed form. While in Closed form the Cyberdisk has access to the following actions: Death Blossom, Move, Scurry, Attack, and Overwatch. In addition, while in Closed form the Cyberdisk is immune to critical damage.
Open: Free Action. The Cyberdisk opens up. While in Open form the Cyberdisk has access to the following actions: Attack, Overwatch, Throw Grenade, Close.
Death Blossom: 1 Ending Action. The Cyberdisk deals Death Blossom damage to all creatures within 3 squares of the Cyberdisk.
Drone
Size: 1x1
Type: Mechanical
Health: 5, Aim: 2, Move: 7, Will: 0, Fort: 0, Reflex: 16
Cyberdisks can bypass ground obstacles when moving.
Immune: Poison, Fire, Critical damage
Attacks
Drone Beam: 1d4, 20/+1, Average range
Overload: 1d4+1, radius 2
Actions
Scurry, Move, Repair, Overload, Attack
Special Actions
Repair: 1 Ending Action. Heals 1d4 damage to Mechanical allies.
Overload: 1 Ending Action. Deals Overload damage to self and all creatures within the radius.
Muton
Size: 2x2
Type: Organic
Health: 10, Aim: +6, Move: 8, Will: 2, Fort: 2, Reflex: 13, Intimidate +3
Attacks:
Plasma Rifle: 1d4+5, 19-20/+5, Average range
Alien Grenade: 5, 2 radius, 8 range
Actions
Move, Scurry, Attack, Overwatch, Throw Grenade, Suppression, Blood Call, Intimidate
Special Actions
Suppression: 1 Ending Action. Can fire a special shot that grants a reaction fire at the target. In addition, the target suffers -6 aim.
Blood Call: 1 Action. All Mutons, Berserkers, and Muton Elite within Close range gain +2 Will, +2 Aim, and +1 Move for the next 2 rounds.
Intimidate: Reaction. When dealt damage a Muton rolls 1d20, if the result is 15 or higher the Muton can make a free Intimidation check opposed by the Will of the soldier that damaged the Muton. If successful, the soldier becomes Panicked.
Muton Elite
Size: 2x2
Type: Organic
Health: 14, Aim: +8, Move: 8, Will: +4, Fort: +4, Reflex: +6
Attacks
Heavy Plasma: 1d4+6, 19-20/+7, Average range
Alien Grenade: 5, 2 radius, 20 range
Actions
Scurry, Move, Attack, Overwatch, Throw Grenade, Suppression
Special Actions
Suppression: Can fire a special shot that grants reaction fire at a single target. The target also suffers a -6 Aim penalty.
Berserker
Size: 2x2
Type: Organic
Health: 20, Aim: +2, Move: 10, Will: 16, Fort: 16, Reflex: 16, Intimidate: +6
Immune: Critical damage
Attacks
Muton Blade: 10, 15-20/+4, melee
Actions
Scurry, Move, Attack, Bull Rush, Intimidate, Bloodlust
Special Actions
Intimidate: Reaction. When dealt damage a Berserker rolls 1d20, if the result is 15 or higher the Berserker can make a free Intimidation check opposed by the Will of the soldier that damaged the Berserker. If successful, the soldier becomes Panicked.
Bloodlust: Reaction. When dealt damage a Berserker gains a free move action toward the opponent that dealt it damage.
Bull Rush: 1 Ending Action. The Berserker moves and attacks in a single action. This movement must be in a straight line, and all destructible cover between the Berserker and her target is destroyed.
Chryssalid
Size: 1x1
Type: Organic
Health: 8, Aim: 0, Move: 12, Will: 24, Fort: 24, Reflex: 14
Immune: Poison, Critical damage, Stun
Attacks
Chryssalid Claws: 8, 17-20/+3, melee, applies Chryssalid Poison: -4 aim, and 1 damage per round for 3 rounds.
Actions
Scurry, Move, Attack, Implant, Leap
Special Actions
Leap: Part of a Move Action. May jump up 1 elevation as the equivalent of only moving 1 square.
Implant: Reaction. If an enemy is killed by the damage of Chryssalid Claws (but not the poison), the Chryssalid may Implant that corpse with a Chryssalid egg, causing it to become a Zombie at the start of the Chryssalid's next turn.
Zombie
Size: 1x1
Type: Organic
Health: 10, Aim: +0, Move: 6, Will: 24, Fort: 24, Reflex: 10
Immune: Stun
Attacks
Zombie Fist: 8, melee
Actions
Gestate Chryssalid, Spawn Chryssalid, Move, Attack
Special Actions
Gestate Chryssalid: Free Action. Every round at the beginning of the zombies turn they gestate the Chryssalid, after 3 uses of this ability the Zombie can use the Spawn Chryssalid action.
Spawn Chryssalid: Free Ending Action. After 3 uses of the Gestate Chryssalid action the zombie will use the Spawn Chryssalid action. The Zombie will die, and a Chryssalid replaces it in the same square. This Chryssalid gains their full actions the first turn they are alive.
Sectopod
Size: 3x3
Type: Mechanical
Health: 30, Aim: +6, Move: 8, Will: 0, Fort: 0, Reflex: 16
Immune: Fire, Poison, Critical damage, Stun
Attacks
Chest Cannon: 1d4+8, 19-20/+6
Cluster Bomb: 1d4+3, radius 4, 3 points within 16 squares of the Sectopod, each point must be within 6 squares of each other.
Actions
Scurry, Move, Cannon Fire, Overwatch, Prepare Cluster Bomb, Fire Cluster Bomb
Special Actions
Cannon Fire: 1 Action. This action works like usual attack actions, only it does not end the Sectopod's turn.
Prepare Cluster Bomb: 1 Ending Action: The Sectopod prepares to fire the Cluster Bomb, marking each of the three points. The same point cannot be marked more than once, however, the points may be adjacent to each other.
Fire Cluster Bomb: 1 Action. The Sectopod fires the Cluster Bomb, dealing damage to each of the 3 points designated by the Prepare Cluster Bomb ability. This ability must be used as the first action on the turn after Prepare Cluster Bomb was used.
Ethereal
Size: 1x1
Type: Organic
Health: 20, Aim: +16, Move: 8, Will: 29, Fort: 29, Reflex: 18, Psionic: +19
Immune: Critical damage
Attacks
Rift: 1d4+*, radius 4, 12 range
Psi Lance: 10*, range 16.
Psi-Drain
Mindfray: 5, target suffers -5 Aim, -5 Will, and -1 Move, Average range
Actions
Scurry, Move, Mindfray, Rift, Psi Lance, Mind Control, Psi-Drain
Special Actions
Mindfray: 1 Ending Action. Make a Psionics check opposed by a target's Will. If successful, the target suffers the effects of Mindfray. Mechanical enemies are immune.
Rift: 1 Ending Action, deals 1d4 damage in the designated area this area lasts for 3 rounds and affects all creatures that move through it. In addition, each creature with a Will less than 100 suffers an additional +1 damage, plus an additional +1 damage for every 10 Will the enemy has less than 100. An Ethereal cannot have more than 1 Rift at a time.
Psi Lance: 1 Ending Action. This action works similarly to a standard Attack action, however, if the attack is successful make a free Psionics check opposed by the target's Will. If the check is successful increase the damage by 5, if the check is unsuccessful reduce the damage -5.
Mind Control: 1 Ending Action. Make a Psionics check opposed by the Will of a target within 6 squares, if successful the target is under the control of the Ethereal for the next 3 rounds. An Ethereal cannot control more than 1 target at a time.
Psi-Drain: 1 Action. Pick one ally within 6 square of the Ethereal, that ally takes 1d4+2 damage and the Ethereal heals that much health.
Uber Ethereal
Size: 1x1
Type: Organic
Health: 25, Aim: +20, Move: 8, Will: 30, Fort: 30, Reflex: 18, Psionic: +19
Immune: Critical damage, Mind Control
Attacks
Rift: 1d4+*, radius 4, 12 range
Psi Lance: 10*, range 16.
Mindfray: 5, target suffers -5 Aim, -5 Will, and -1 Move, Average range
Actions
Scurry, Move, Mindfray, Rift, Psi Lance, Mind Control, Psi-Drain
Special Actions
Mindfray: 1 Ending Action. Make a Psionics check opposed by a target's Will. If successful, the target suffers the effects of Mindfray. Mechanical enemies are immune.
Rift: 1 Ending Action, deals 1d4 damage in the designated area this area lasts for 3 rounds and affects all creatures that move through it. In addition, each creature with a Will less than 100 suffers an additional +1 damage, plus an additional +1 damage for every 10 Will the enemy has less than 100. An Ethereal cannot have more than 1 Rift at a time.
Psi Lance: 1 Ending Action. This action works similarly to a standard Attack action, however, if the attack is successful make a free Psionics check opposed by the target's Will. If the check is successful increase the damage by 5, if the check is unsuccessful reduce the damage -5.
Mind Control: 1 Ending Action. Make a Psionics check opposed by the Will of a target within 6 squares, if successful the target is under the control of the Ethereal for the next 3 rounds. An Ethereal cannot control more than 1 target at a time.
Psi-Drain: 1 Action. Pick one ally within 6 square of the Ethereal, that ally takes 1d4+2 damage and the Ethereal heals that much health.
Mechtoid
Size: 1x1
Type: Mechanical
Health: 20, Aim: +6, Move: 9, Will: 0, Fort: 0, Reflex: 13
Immune: Fire, Poison, Critical damage, Stun
Attacks
Plasma Mini-Cannons: 1d4+5, 20/+4, Average range
Actions
Scurry, Move, Plasma Barrage, Psi Shield, Overwatch
Special Actions
Plasma Barrage: 1 Action. This action works exactly like a normal Attack action, except it does not end the Mechtoid's turn.
Psi Shield: Passive. A Mechtoid can be the target of a Sectoid's Mind Merge or a Sectoid Commander's Greater Mind Merge. If so, the Mechtoid will instead gain +3 health, and will not die if the Sectoid or Sectoid Commander is killed.
Seeker
Size: 1x1
Type: Mechanical
Health: 5, Aim: 0, Move: 12, Will: 0, Fort: 0, Reflex: 19
Immune: Poison, Fire, Stun
Seekers can bypass ground obstacles when they Move.
Attacks
Plasma Pistol: 1d4+1, 19-20/+3, Average range
Strange: 2+X, melee
Actions
Scurry, Move, Attack, Stealth, De-Stealth, Strangle
Special Actions
Stealth: 1 Action. The Seeker becomes invisible and can only be targeted if revealed through objects that can reveal invisible enemies. While using Stealth the Seeker cannot Attack, but can Strangle.
De-Stealth: Free Action. The Seeker becomes visible, and can use Attack.
Strangle: 1 Ending Action. The Seeker attacks an adjacent enemy, if the attack is successful the target is dealt 2 damage and compare the attack roll to the target's Fort. If successful, the target cannot move, attack, or make any actions, and automatically fails every further Strangle check until the Strangle is broken. Each turn after the first that the Seeker uses Strangle on the same target, the target suffers an additional point of damage. A target can only be Strangled by 1 opponent at a time.
Dienekes
2016-02-17, 02:57 PM
COMBAT
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Combat is broken up into rounds, turns, and actions.
Each round involves every combatant on all sides of the conflict making their actions.
A turn involves every combatant on one side making their actions. There is no defined order to who takes their actions first, in fact one character may take an action, another character make take all their actions, then that first character may finish the actions they wanted to take.
An action is an ability, movement, or thing an individual character can do.
To determine which side of a conflict gets to make their turn first, use the following rules.
-If one side is aware of the opposing side, but the opposing side is unaware of them, that side gets the first turn. This turn is considered an Ambush.
-If both sides are aware of each other every character makes an Initiative check. The team with the character with the highest Initiative result gets the first turn.
-If both sides stumble on each other after previously being unaware, every character makes an Initiative check and the results are as if both sides were aware.
Actions
Every turn, each character has 2 actions (unless abilities allow them additional actions).
Actions can be broken up into the following groups: Free Actions, Reactions, 1 Action, 2 Actions, and Ending Actions.
Free Actions: Take no action to accomplish. Such as talking, or reloading a gun with the auto-loader mod.
Reactions: These actions are similar to free actions, in that they do not cost an action during your turn, however, they only occur when a specific circumstance happens to trigger them.
1 Action: This action takes up 1 of the 2 available actions
2 Actions: This action takes up both of the available actions in a turn.
Ending Action: This action ends the actions you can perform on your team's turn, even if you would usually have another action available to you.
LIST OF ACTIONS
Scurry: Reaction. If you or a member of your team within line of sight is attacked by an Ambush, or witnesses a concealed opponent, you can make a Scurry action as a reaction that interrupts the enemy's turn. You can move a distance up to your total Move, but you cannot attack with the Scurry action, even if the option to move and attack is available (such as through the Slash perk). This movement still provokes reaction shots as usual.
Move: 1 action. Move up a number of squares equal to your Move. You cannot move into a square in which someone else is standing.
Attack: 1 ending action. Roll your Aim opposed by the enemy's Reflex. If your roll is successful, you deal damage determined by your weapon. Attacking with weapons with the Slow Shot special requires 2 actions instead of 1.
Throw Grenade: 1 ending action. You do not need to roll accuracy to throw a grenade, simply pick a square within a grenades range and it will take effect.
Use Utility item: 1 action. For exact benefits of using an item, check the specific item in the Equipment section.
Overwatch: 1 ending action. You do not attack this round, however, you instead prepare yourself for a Reaction shot. If any enemy moves at least one square (through any form of movement, not necessarily the Move action), and during that movement you would have angle of attack is not blocked by any cover, you can make a Reaction Shot against that enemy. Only 1 Reaction Shot is allowed per use of the Overwatch action. Requires Focus, and any damage dealt to you removes Overwatch.
Overwatch with weapons with the Slow Shot special quality requires 2 actions instead of 1.
Reaction Shot: Reaction. Specific actions and abilities allows you to take Reaction Shots when various actions taken by the enemy trigger such shots. All reaction shots suffer a -3 aim penalty, and gain no benefits from Flanking. All Reaction Shots can only be made within 20 squares of you.
If a Reaction Shot is triggered just after Concealment is broken, the reaction shots suffer no aim penalty.
Reload: 1 action. Refills the ammo in your gun.
Hunker Down: 1 ending action. You must be behind cover to perform this action. Against all non-flanking enemies, you gain +4 reflex, and Dodge +10, until the start of your next turn.
Pick Up Person: 1 Action. When an ally is knocked unconscious, or possibly even killed, or maybe when you need to extract an enemy civilian, you can spend an action to pick up an adjacent individual. If you do so, you can no longer make any aggressive actions, such as going into Overwatch, or Attack, or using most of your perks. However, you can still Move, Call Skyranger, and Extract.
Call Skyranger: Free Action. Send up a signal for the Skyranger to extract allies in an open 4x4 area within 16 squares of you.
Extract: Free Ending Action. This action can only be done when in the 4x4 area designated by you or an ally using the Call Skyranger action. You are brought into the hovering Skyranger ship and out of the action. In addition, you can use the Extract action even after spending all your other Actions, provided your last action was not an Ending Action.
Interact: Free Action. This can be any action that interacts with the environment, such as pushing a button, to flipping over a table to create cover. Usually this is a free action, though some more complicated interactions can take more time (ex. If you decide to stop mid-combat to try and set a table, it is perfectly fine for the GM to say that costs an action or two).
Use Ability: Varies, usually 1 action. This depends upon the ability in question.
Use Skill: Varies, usually 1 action. This depends upon the skill in question.
CALCULATING ATTACKS, DODGE, DAMAGE, ARMOR, AND DEATH
Attacks
You can only make attacks against opponents within your weapons range, and within your line of sight. The first step is to declare who it is you are attacking. Then, roll d20+aim+additional modifiers and compare the result to the target's Reflex+modifiers. If your attack surpasses the opponent's reflex, the attack is considered a success and you roll damage and crit.
Dodge
If you are attacked and you have a Dodge chance, roll a d20 + Dodge modifiers when the opponent makes his attack roll. If the result of the Dodge roll is 21 or greater the damage is halved and the damage cannot crit.
Damage and Crit
If the attack is successful you can roll your damage and critical at the same time. Weapon damage is almost always determined by 1d4+modifiers, while criticals are always determined by 1d20. If the crit is at the lowest crit range of the weapon or higher, add the critical damage of your weapon to the total damage dealt.
Subtract the total damage dealt from the health of the enemy. If the enemies health is reduced to 0 the target is dead or dying (see Death below).
If the target has an Armor Value, subtract that value from the damage before you subtract the damage from the enemies health.
For example, Sergeant Bob attacks a Sectopod and after rolling his attack he succeeds on his hit. He then rolls damage, and gets 7 damage. Unfortunately, the Sectopod has 6 armor, meaning Bob only succeeded in dealing 1 damage to the Sectopod.
Death and Dying
If an organic creature is reduced to 0 hit points, the GM rolls d20+10 and compares it to the creature's Fortitude. If greater than the creatures Fortitude that creature is Dead. If lesser than the creatures Fortitude that creature is Bleeding Out. See the Conditions below for further details.
If a mechanical creature is reduced to 0 hit points, it is destroyed, with no chance for Bleeding Out. In addition, if a creature has a self-destruct ability, regardless of being organic or mechanical (ex. Gatekeepers and Sectopods), they automatically fail their chance for getting the Bleeding Out condition.
MODIFIERS AND CONDITIONS
Flanking: If you are attacking an opponent with no cover, you are considered to be Flanking that opponent. Your crit range increases by 8 when attacking Flanked targets. To determine flanking, draw a straight line from the center of your square to the center of your target's square. If this line does not touch a single piece of cover, you are considered to be flanking your target. You can ignore 1 piece of cover that you are currently using, provided that your target is not also currently using that piece of cover.
Concealed: If the enemy is unaware of you, you are concealed. You remain Concealed until some action occurs to break concealment, such as moving within an enemies sight (generally close range) and failing a Stealth check, attacking the enemy, or causing some noise that would give your presents away, such as breaking a window.
Elevated: If you are attacking an opponent 1 elevation degree (essentially 1 story, or 2 squares up), or more lower than you, you gain a +4 bonus to your Aim when attacking the lower target.
Burning: deals 1d4 fire damage for 3 rounds, all actions that require Focus automatically fail or are ended for duration.
Poison: deals 1d4 poison damage for 3 rounds, lowers Aim by -6 for duration.
Acid Burn: deals 1d4 acid damage for 3 rounds.
Disoriented: Suffer a -2 aim penalty and all actions and abilities that require Focus is automatically ended or fails for 3 rounds.
Stunned: All actions and abilities that require Focus are automatically ended. You cannot make any actions until a full round has passed.
Panicked: You lose control of your character, instead the GM rolls to see what actions he or she performs each round. For further details see Fear below.
Shaken: Your Will is reduced to 0, until the Shaken condition is removed. For further details see Fear below.
Mind-Controlled: All actions made are now controlled by the enemy. Mind controlled units cannot take actions until the next round.
Unconscious: You lose Focus, you cannot take any more actions, until you receive non-combat Healing.
Dead: You lose Focus, you can never take any more actions. You're dead.
Bleeding Out: You lose Focus, you fall prone, you cannot take any actions. If you take a single point more of damage, you are Dead. If you have not received a Heal before 4 rounds, you are Dead. If you receive combat Healing before 4 turns are over, you gain 1 hit point and are instead considered Unconscious.
COVER
Cover's role is to shield you from taking damage. There are three types of cover, Half Cover, Full Cover., and Total Cover
Half Cover: Usually at least waist high. Provides +4 reflex when between you and an enemy. If an attack would have hit the opponent except for the cover bonus, roll a d20, if the result is 16 or above, the damage is inflicted on the cover.
Full Cover: Usually at least shoulder high. Provides +8 reflex when between you and an enemy. If an attack would have hit the opponent except for the cover bonus, roll a d2o, if the result is 11 or above, the damage is inflicted on the cover.
Total Cover: Completely covers the body to the point that not only can the opponent cannot attack you, but you cannot attack the opponent.
Cover Health
Cover can have 1-20 hit points, depending on what it is made of.
1: paper thin walls, a plastic box
2: Thick wood
5: A car
10: Thick stone
15: Thick steel
20: Alien alloys
Sometimes the remaining rubble still can provide half-cover even if destroyed. This is usually the case with thicker, larger objects, and cars.
Destroying a car deals 1d4+2 damage to all adjacent tiles after 1 full round of being destroyed. If the damage surpassed the car's health by 3 or more, the explosion occurs immediately.
FEAR AND MENTAL EXHAUSTION
Combat is terrifying, and the stress of combat takes a toll on any soldier.
If a creature takes damage equal to half their health over the course of combat, make a d20 check and compare the result to the Will of the character, if the roll surpasses their Will then they will be Panicked for 3 rounds.
If an ally is killed within 6 squares of a creature, make a d20 check and compare the result to the Will of the character, if the roll surpasses their Will they will be Panicked for 3 rounds.
If an ally within 6 squares of a creature is gains the Panicked condition, make a d20 check and compare the result to the Will of that character, if the roll surpasses their Will they will be Panicked for 3 rounds.
If during a mission a character is Panicked, Mind-Controlled for more than 1 round, had 3 or more losses in a single mission, or suffered Grave Wounds or Critical Wounds, make a d20 check and compare the result to the Will of the character with no other modifiers (such as Mindshield), if the roll surpasses their Will then they suffer the Shaken condition.
If a character with the Shaken condition goes out on a successful mission, and is not injured during that mission, roll a d20 and compare the results to what the characters Will would be if he was not suffering from the Shaken condition +5, with no other modifiers (such as Mindshield). If the character's Will surpasses the roll they lose the Shaken condition, and in addition, gain a permanent +2 bonus to Will.
INJURIES
A soldier is often wounded in the course of combat, how long it takes that soldier to heal between missions is based off of how much damage they were dealt. There are 3 types of injuries: Lightly Wounded, Wounded, Gravely Wounded, and Critically Wounded.
Lightly Wounded: If a soldier suffers damage in a mission but still has 2/3 of their health by the end they are Lightly Wounded. It takes 1 week to heal from being Lightly Wounded, without being given Long-Term Care (see First Aid under Skills).
Wounded: If a soldier suffers damage in a mission but still has 1/3 of their health by the end they are Wounded. It takes 2 weeks to heal from being Wounded, without being given Long-Term Care.
Gravely Wounded: If a soldier suffers damage in a mission but has less than 1/3 of their health by the end they are Gravely Wounded. It takes 4 weeks to heal from being Gravely Wounded, without being given Long-Term Care.
Critically Wounded: If a soldier was Bleeding Out on a mission, but managed to survive they are Critically Wounded. It takes 6 weeks to heal from being Critically Wounded, without being given Long-Term Care.
Wounds and on-mission Heal: Being healed on a mission is a quick patch job that allows a soldier to keep fighting, but the damage is still there. When calculating what Wound was received after a mission calculate the total damage dealt to you, even if it was all healed up.
For example, Bob had 9 life, he was attacked twice both for 5 damage, but was healed for 5 after both shots. He ended the mission at 9 health, however he had received 10 points of damage. This would put him at -1 health, this is obviously less than 1/3 health and therefore he was Gravely Wounded, he might have even died if he was not healed. However, since he never was actually Bleeding Out he never qualified for being Critically Wounded. Therefore after the mission he received the Gravely Wounded condition. Without Long-Term Care he will not be able to fight for a full 4 weeks
Concealment
Concealment is essentially, when the enemy does not know your team is anywhere on the map. They will not be ready for you.
Concealment and Overwatch
Overwatch has a penalty, but Overwatch that is triggered just after Concealment is broken (essentially the Scurry action of the enemy after your Concealment being broken) does not suffer from Overwatch penalties. So there would be no -3, it'd be the equivalent of a normal shot.
Moving in Concealment:
If all tiles in the movement are behind full cover between you and the opponent, then you're going to stay concealed. If you have to move between two pieces of cover between which there is at least 1 tile where the opponents can spot you, you need to roll a Stealth check or lose Concealment. The closer you are to the opponent the more difficult this is, 8 tiles away is your basic Stealth check, for every 2 tiles closer increases the opponent's Perception by 2.
If all tiles in the movement are behind half cover between you and the opponent it gets trickier, 8-6 tiles away you will remain concealed, no check required. 4-6 tiles away requires a Stealth check, but the opponent suffers a penalty to their Perception (about -5), being behind half-cover while within 3 tiles requires a Stealth check, no modifiers. Being behind no cover at all, will always require a Stealth check, and ending your turn in the open is basically a guaranteed failure.
Windows and Concealment
In the base game, if you break any window, ever, you will break Concealment (unless you send your Gremlin to do it, honestly I think that was more of programming error than an intended work around). Now personally, I think that's a bit unfair.
In this game, your can break a window as a free Interaction action (which can be part of a move), which will break Concealment if an opponent is within Medium range of you.
Or, you can make a Stealth check to quietly open the window, also a free Interaction action, but it cannot be part of a Move. You have got to stop moving to do it. Stealth vs Perception of anyone within Medium range (penalty to their perception if there are reasons why this sound would not be heard, like if there were full walls in the way, if battle was actually happening on the same rounds elsewhere on the map, or if there are other loud noises, such as, say, a city that is currently in party mode), this penalty is usually -5 to their Perception, but it's ultimately up to the GM. If there are multiple things going on (such as this is occurring behind a wall, in the middle of a battle, in the middle of city that is throwing a rave) then it might be as high as -10, while if it is behind a wall, but the target is literally adjacent to the wall and it is the dead of night and there is no other sounds to distract them, it might only be a -2).
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