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- I made an account just so I could keep on working on this. Since guest posts cannot be edited (obviously) this will be the "official" one.
- The old version can be found here:
- http://pastebin.com/BGZcuUaC
- The reddit posts can be found here:
- https://www.reddit.com/r/Xcom/comments/33t9fx/combining_xcom_and_mass_effect/
- https://www.reddit.com/r/masseffect/comments/33t8pw/combining_mass_effect_and_xcom/
- Mass Effect XCOM
- !!!XCOM 2 reveal, June 1st "emergency" update!!!
- So XCOM 2 was revealed, and it seems like Firaxis is going to give the community better modding support. I don´t know how much will change from EW to XCOM 2, so I don´t know how viable this idea of mine will be after the game has been released. I might have to make a new version, or just update this one.
- Speaking of modding, this text of mine is strictly just a fan idea. I have never had any intentions of making this thing a reality, since I have no experience in coding, 3d modeling, sound design, or pretty much anything relating to the production of videogames. If however there is someone interested in this kind of a fan creation, feel free to use my ideas.
- So here it is, my take on combining the tactical gameplay of XCOM with the Mass Effect universe. This long list of mine is completely focused on game mechanics rather than coming up with a new story/setting. A basic understanding of the game mechanics and the universe of Mass Effect and XCOM Enemy Within (+ the Long War mod) will help a lot in uderstanding the stuff I´ve listed here.
- 150+ hours of Mass Effect 3 multiplayer (and many more with the series single player campaigns) and 100+ hours of vanilla/Enemy Within XCOM have lead me to the following ideas. I also have a bit of personal experience with XCOM´s Long War mod, but most of my knowledge comes from Youtube playthroughs (like Beagle´s) and the Long War wiki (because I absolutely suck at LW).
- I haven´t worried about balance and numbers too much, since the idea here is to just mash the two games together. Testing all the existing and new variables with hypothetical gameplay situations would take considerable time and effort, of which I do not have. I just wanted to have a bit of fun coming up with ways to incorporate the mechanics of Mass Effect into a turn based tactical setting. If something seems over/underpowered it probably is. Don´t take the numbers and values too seriously.
- Apologies in advance for any grammatical errors, typos or confusing presentation.
- Table of contents:
- 49: The setup
- 56: Basic mechanics overview
- 101: Allied factions
- 193: Missions
- 230: Base management and upgrades
- 292: Races
- 341: Classes
- 741: Powers
- 840: Items
- 908: Normal and special weapons
- 990: Armors
- 1030: Enemy factions and hero units
- 1286: Other stuff
- 1354: Update log
- The setup:
- You command an intergalactic paramilitary peacekeeping force consisting of soldiers from many field of expertise and diverse backgrounds. Different cultures and attitudes of the people in this organisation may clash and some might not like each other, but one thing unites them all: the hope for a safer and more secure galaxy, free of fear, corruption and war. You do what the council cannot, help those in need in the lawless Terminus Systems and respond to distress calls official military action would be too slow to act on. Once you have established yourself as a capable special operations force, you may even get special missions from different factions, supporting or working directly with their agents and military forces.
- You must build relations with different factions. At the start you can´t respond to every emergency, so the factions you help will give you more financial backing and support than those you leave to fend for themselves. Once the credits and other support start rolling in, you can take on multiple and more difficult missions.
- Basic mechanics overview:
- - Two actions per turn
- - Half cover gives 30 physical defense, full cover gives 45
- - Shields engines can power cover, if the shield engine is destroyed all the cover it powers will disappear, shield engines usually have low to average armor and DR, a shield engine can be repaired (requires 2 actions, you cannot run to the engine and reactivate it during the same turn)
- - Every race/class has a melee attack
- - Health (HP) does not normally regenerate (but can be recovered with items/powers)
- - Armor (AR) does not regenerate (but can be repaired with items/powers)
- - Armor has a damage reduction value (DR)
- - DR doesn´t affect tech/biotic damage
- - Armor DR is present only when damage to armor is done
- - DR from powers is always present and stacks with armor DR when damage is done to armor
- - If the enemy doesn´t have a health rating, depleting the armor rating will kill it
- - Shields/barriers (S) regenerate normally at a rate of 1 per turn
- - Once fully depleted, shield regen (SR) must be reactivated manually at the cost of a turn
- - Shields must be destroyed before armor damage can be done
- - Armor must be destroyed before health damage can be done
- - Damage persists between layers of defense (for example if the target has 2 shields and armor with DR, when you do 5 points of damage the remaining 3 damage after the shields have been destroyed is calculated against armor DR and done to the target armor. Because of this, transitioning from shield damage to armor damage can be difficult if high target DR nullifies the remaining damage after the shields have been destroyed. )
- - Aim affects weapon accuracy
- - Steadying your weapon increases aim by 20 for the next turn
- - Flank = higher crit chance and aim
- - Cover raises physical defense
- - Aim - target physical defense = accuracy
- - Tech/biotic power accuracy/success/damage is calculated either against cover or resistance
- - Biotic/tech resistance affects the success rate/damage of most powers
- - Biotic focus affects biotic power accuracy and damage (focus – physical/biotic defense = accuracy/success rate/damage
- - Tech focus affects tech power accuracy and damage (focus – physical/tech defense = accuracy/success rate/damage)
- - The damage of powers with varying damage is affected by target resistance
- - Area of effect powers have scatter range that is affected by focus (like XCOM long war rockets)
- - High will reduces chance of panic
- - Panic doesn´t affect synthetic targets
- - 2 item slots without upgrades (ammo mods/weapon mods/armor mods/grenades/boosters etc)
- - Main and secondary weapon slots
- - Armor slot
- - Armor has movement, armor, DR, bio/tech resist, shield and shield regen ratings
- - Armor specialization = the highest tier armor a class can use (light<medium<heavy)
- - You can sacrifice your secondary weapon and one item slot to bring a special weapon on missions
- - Max squadmates on missions = 6? 8? I don´t know.
- - Squadmates returning from missions need to rest for 3-4 days before taking on an another mission (fatigue), troops on fatigue can be exhausted before the fatigue timer has ended, but after the mission they go to the medlab for extensive rest (6-7 days)
- - Squadmates who have taken health damage during a mission go to the medlab for a time proportional to loss of HP, they can´t be taken out of the medlab before their heal timer has expired
- Allied factions
- Completing mission requests for ally factions will earn you reputation with that faction. Declining a mission request will lower reputation, for example when you only have one ship and two missions pop up at the same time. When you get enough reputation, you rank up with that faction and get additional bonuses. If you keep declining mission requests, you will lose ranks. Certain missions will give more reputation and some might give reputation towards multiple factions.
- At the start of the game you can ally yourself with one major faction, giving you reputation rank 2 right from the start with that faction. The other factions will start at rank 0. This is comparable to selecting your base location in XCOM. Your reputation with the chosen starting faction starts at 80, allowing you to do missions for other factions without the fear of losing the starting faction reputation rank bonus right from the start.
- Major factions:
- Missions and the monthly support from major factions is your financial backbone. Major factions can offer special missions with great rewards, as well as normal missions. Major factions are also your main source of new soldiers, since recruiting mercenaries is very expensive. The more soldiers you have, the less likely you are to get new soldiers from the major factions.
- The Turian Hierarchy:
- Rank 1, 30 reputation:
- Additional financial support each month
- Rank 2, 60 reputation:
- +50% financial support each month, 75% chance to receive a rank 3 soldier/infiltrator class turian soldier each month, the free unit can be changed to a monetary bonus
- Rank 3, 100 reputation:
- +50% financial support each month, unlocks the Krysae sniper rifle for purchase, 75% chance to receive a rank 5 soldier/infiltrator class turian soldier each month, the free unit can be changed to a monetary bonus.
- The Asari Republics:
- Rank 1, 30 reputation:
- Additional financial support each month
- Rank 2, 60 reputation:
- +50% financial support each month, 75% chance to receive a rank 3 adept/vanguard class asari soldier each month, the free unit can be changed to a monetary bonus
- Rank 3, 100 reputation:
- +50% financial support each month, unlocks the M-560 Hydra missile launcher for purchase, 75% chance to receive a rank 5 adept/vanguard class asari soldier each month, the free unit can be changed to a monetary bonus.
- The Salarian Union:
- Rank 1, 30 reputation:
- Additional financial support each month
- Rank 2, 60 reputation:
- +50% financial support each month, 75% chance to receive a rank 3 engineer/infiltrator class salarian soldier each month, the free unit can be changed to a monetary bonus
- Rank 3, 100 reputation:
- +50% financial support each month, unlocks the Black Widow for purchase, 75% chance to receive a rank 5 engineer/infiltrator class salarian soldier each month, the free unit can be changed to a monetary bonus.
- The Human Systems Alliance:
- Rank 1, 30 reputation:
- Additional financial support each month
- Rank 2, 60 reputation:
- +50% financial support each month, 75% chance to receive a rank 3 human soldier from any class each month, the free unit can be changed to a monetary bonus
- Rank 3, 100 reputation:
- +50% financial support each month, -20% cost to ship maintenance and -20% fuel cost, 75% chance to receive a rank 5 human soldier from any class each month, the free unit can be changed to a monetary bonus.
- Minor factions:
- Minor factions offer less financial support, but require less reputation to rank up with. Minor factions usually offer specific bonuses and only have 2 reputation ranks.
- Krogan Clans:
- Rank 1, 20 reputation:
- Slight financial support each month
- Rank 2, 35 reputation:
- Offers a rank 4 krogan soldier/vanguard/sentinel class soldier each month.
- The Vol Protectorate:
- Increasing reputation with the Volus also slightly increases reputation with the Turians.
- Rank 1, 20 reputation:
- Slight financial support each month
- Rank 2, 35 reputation:
- Double the financial support each month
- The Migrant Fleet:
- Rank 1, 20 reputation:
- Slight financial support each month, -10% reduction in ship maintenance costs, fuel costs, and ship upgrade prices and resource costs
- Rank 2, 35 reputation:
- Additional -10% in ship maintenance costs, fuel costs and ship upgrade prices and resource costs
- The Illuminated Primacy:
- Rank 1, 20 reputation:
- Slight financial support each month, -15% soldier fatigue/medlab time and +10% soldier XP gain
- Rank 2, 35 reputation:
- Additional -15% soldier fatigue/medlab time and + 10% soldier XP gain
- The Courts of Dekuuna
- Rank 1, 20 reputation:
- Slight financial support each month, reduce heavy weapon and offensive item purchase/manufacturing costs by 10%
- Rank 2, 35 reputation:
- Additional 15% reduction to heavy weapon and offensive item purchase/manufacturing costs
- Missions:
- Before every mission you may get limited intel that might reveal the map layout, the faction you are facing or the strength of the enemy. Mixed enemies/factions are also a possibility. In missions with multiple factions the faction may fight against each other. Different ammo types and armor mods can be crucial against certain threats for example, allowing you to choose the best squad and loadout depending on the intel you get.
- Three examples of mission intel:
- 1: Geth forces have attacked an alliance outpost, the outpost consists of multiple small buildings surrounding a larger complex, reports indicate that some of the structures have burned down (possible Pyros) and that a larger Geth platform was leading the attack (Prime). Secure the site and eliminate all geth forces.
- 2: An isolated council settlement has gone dark. Find out who is behind the attack and eliminate all hostiles.
- 3: A squad escorting a classified shipment has been caught in a crossfire between the Blood Pack and the Blue Suns. It seems both factions are after the shipment, but are now also fighting against each other. Go in and support the escort party. Getting the shipment to the extraction point is your primary objective. Eliminate any hostiles attempting to stop you.
- Some missions are locked until you have certain ship upgrades.
- Mission rewards:
- Basic missions (akin to abductions/UFO shoot downs in XCOM):
- If multiple missions are presented at the same time, you get +4 reputation towards the faction you help and -2 reputation towards the faction you ignore. Basic missions always reward you with credits.
- High risk missions (akin to terror/supply barge missions in XCOM):
- If multiple missions are presented at the same time, you get +5 reputation towards the faction you help and -2 reputation towards the faction you ignore. High risk missions offer more credits and very rarely additional soldiers as rewards.
- Council missions (akin to council missions in XCOM):
- The reputation gain from council missions is based on the faction that offers the mission. If the mission is offered by a specific faction like the Turians or Salarians, you get +7 reputation with that faction and +2 reputation with the other council members. If the mission is not faction specific, you get +3 reputation with all council members. Council missions can offer credits, special weapons, blueprints and soldiers as rewards.
- Story/high threat missions (akin to the XCOM base defense/alien base assault/temple ship assault missions from XCOM):
- Story/high threat missions offer +10 reputation towards the faction that offers the mission and +4 reputation with ALL other factions. These missions offer the most credits, the best blueprints and have the highest chance of offering special weapons and high ranking soldiers as rewards.
- Base management and upgrades:
- Before an upgrade becomes available you must have blueprints. Blueprints are received as mission rewards or loot. Upgrades cost credits and resources [].
- Ship upgrades:
- Ships take you on missions and cost credits to maintain. You must also pay for fuel. The farther your mission location, the more fuel you need. Every ship has a shuttle that takes your squad planetside. Certain missions require different ship/shuttle upgrades. Every ship/shuttle must be upgraded individually.
- And most important of all: you can name your ships and shuttles!
- - Additional ships (you can have a maximum of 3 ships responding to missions) [tremendous amounts of credits and resources]
- - Shuttle expansion (add a slot for an extra squadmate to take on missions, 2 expansions per shuttle)
- - Ship cloaking (makes your ship undetectable by sensors, required for certain missions)
- - Shuttle cloaking (makes your shuttle undetectable by sensors, required for certain missions)
- - Bombardment assisting computer systems (allows the use of one precision aerial bombardment per mission, the airstrike takes a turn to execute [like Sectopod bombardment], has a scatter range, restricted to certain maps [open settlements and remote outposts for example], required for certain missions where immense firepower is needed to destroy a target)
- - Improved aerial assault weapons (increases the accuracy and damage of precision aerial bombardments)
- - Improved fuel systems (-30% fuel consumption)
- Item and base upgrades:
- - Improved medlab (reduce wound and fatigue time) [lots of credits and trauma modules]
- - Improved recon drones (higher chance of better intel)
- - Utility belt upgrade (take 3 items on missions) [very expensive]
- - Medigel upgrade (more healing from medigel)
- - Alloy spray upgrade (more ”healing” from alloy sprays)
- - Upgrades for all weapons (blueprints by weapon class, you must upgrade every weapon individually) [high tech weapon parts]
- - Upgrades for all armors (blueprints by armor class, you must upgrade every armor individually) [high tech alloys]
- - Offensive grenade upgrades (increased damage)
- - Support grenade upgrades (increased radius)
- Soldier upgrades:
- Individual soldier can be upgraded through personal armor upgrades (like XCOM gene mods). They usually require certain items [ ] and money to build. Only one upgrade per body part can be built. You cannot transfer upgrades between soldiers.
- Head/helmet:
- - Personalized targeting visor (+4 aim)
- - Highly optimized biotic implant (+4 biotic focus) [5 biotic amp data fragments]
- - Improved seals and sensors (immunity to flashbangs and gas, ignore suppression aim penalty)
- - Hormonal trauma system (never panic when taking damage)
- Chest:
- - Miniature stealth field generator (Tactical cloak with 1 charge) [stealth module, very expensive]
- - Miniature shield module (+1 shield regen) [shield module, very expensive]
- - Lightweight chassis (+1 mobility) [10 high tech alloys]
- - Reactive plating (-25% melee damage taken)
- Legs:
- - Rocket boots (fly to high places, no need to use ladders or stairs anymore, like XCOM muscle fiber density) [very expensive]
- - Ammo compartments (+1 secondary weapon base ammo)
- - Reactive adhesive boot soles (immunity to throw and lift)
- Arms:
- - Personalized omni tool (+4 tech focus) [5 omni tool data fragments]
- - Reinforced gauntlets (+2 base melee damage) [5 high tech alloys]
- - Wrist mounted greade launcher (15% farther grenade throw range) [expensive]
- - Grip stabilizers (increase the aim bonus of ”steady weapon” by 10 points)
- Races:
- Base stats:
- Human:
- +3 aim, tech focus and biotic focus
- 5 HP
- 12 mobility
- 20 will
- 2 dmg melee attack
- Turian:
- +5 aim
- 6 HP
- 11 mobility
- 25 will
- 2 dmg melee attack
- Krogan:
- 8 HP
- 10 mobility
- 30 will
- 4 dmg melee attack
- Passive health regen (0,5 HP/turn)
- Salarian:
- +5 tech resistance, +2,5 innate defense
- 4 HP
- 14 mobility
- 20 will
- 2 dmg melee attack
- Asari:
- +5 biotic focus, +2,5 biotic resistance
- 5 HP
- 12 mobility
- 20 will
- 2 dmg melee attack
- Quarian:
- +5 tech focus and tech resistance
- 4 HP
- 13 mobility
- 15 will
- 2 dmg melee attack
- Classes:
- Most of the skill trees are very close to their LW counterparts. I just wanted to come up with new perks and see how they could fit in.
- Stats like aim, will, focus, resistance and HP increase with promotions. Naturally weapon reliant classes get higher aim, power reliant classes get more focus, and tankier classes get more resistances/HP. Certain perks can also include small stat boosts.
- Promotions give you perks. You can choose one perk per promotion.
- The skill trees includes ”power upgrades”. A power upgrade can be used to choose a new power from a limited selection or to enhance a pre-existing power. Class power enhancements are also included here.
- Even if the Bastion class has tech armor it is not considered a tech class. A combat class that has tactical scan is also not considered a tech class.
- (Soldier) Infantry:
- Weapon specialization: every weapon except LMGs, melee weapons and sniper rifles
- Armor specialization: medium
- The skill tree focuses on high aim, weapon damage and weapon support abilities. Pretty much a standard LW infantry. Either go for a damage build with high aim and crit chance or a support build with sentinel/suppression.
- Rank:
- 1) Light ´em up (shooting as the first action doesn´t end the turn)
- 2)
- - Covering fire (Allows certain reaction shots to trigger on many enemy actions, not just movement [excludes reload, overwatch, and hunker down actions])
- - Executioner (Confers +10 aim and +10 critical chance against targets at or below 50% health)
- - Steadfast (Never panic as a result of getting wounded, allies panicking, or allies getting wounded or killed)
- 3)
- - Opportunist (Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits)
- - Aggression (Confers +10% critical chance per enemy in sight (max +30%). Enemies visible via squadsight are not counted for bonus)
- - Tactical sense (Confers +5 defense per enemy in sight [max +20] )
- 4)
- - Suppression (Fire a barrage that pins down a target, granting reaction fire against it if it moves. Imposes a -30 penalty to aim and reduced range of many area-of-effect attacks, including grenades. Also prevents overwatch from the target while suppression is active)
- - Ranger (primary weapons do one additional damage)
- - Aim/crit booster (Item, you can choose one)
- 5)
- - Heavy armor training (Allows the use of heavy armor)
- - Lock n´ load (Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn)
- - Sharpshooter (+10 critical chance in all situations, +10 Aim against enemies in full cover)
- 6)
- - Sentinel (Allows two reaction shots during Overwatch, instead of only one)
- - Resilience (Confers immunity to critical hits)
- - Rapid fire (Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim)
- 7)
- - Adrenaline rush (If you haven´t moved, shooting doesn´t cost an action, after activation you cannot do anything but shoot, 5 turn cooldown. [Basically it´s light ´em up for as long as you have ammo] )
- - Overkill (Carry a second primary weapon as your secondary, the weapon cannot be from the same weapon class, -1 movement when carrying a second primary [stacks with weapon mobility penalties]. Weapon mods only affect the primary weapon)
- - LMG training (Allows the use of LMGs)
- (Soldier) Assault:
- Weapon specialization: every weapon except LMGs and sniper rifles
- Armor specialization: medium
- The skill tree focuses on close range damage, tanking and mobility. Pretty much the LW assault class. Build a tank with lots of survivability or a more mobile damage dealing shotgun sprinter.
- Rank:
- 1) Rund and gun (Allows firing or Overwatch after Dashing on the turn Run and Gun is activated. 2 turn cooldown)
- 2)
- - Tactical sense (Confers +5 defense per enemy in sight [max +20] )
- - Close combat specialist (Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch)
- - Flush (Fire a shot that encourages enemies to move. The shot is easy to hit with [+30 aim], but does reduced damage [-50% damage] )
- 3)
- - Aggression (Confers +10% critical chance per enemy in sight (max +30%). Enemies visible via squadsight are not counted for bonus)
- - Gunslinger (Confers +1 damage with sidearms and negates the long-range accuracy penalty when shooting beyond 14 meters)
- - CQC (Allows you to take a melee weapon as a secondary, melee weapon mobility buffs have no effect if it is a secondary)
- 4)
- - Close encounters (The first standard shot/melee strike made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun)
- - Speed/crit booster (Item, you can choose one)
- - Hit and run (Your first standard shot of each turn against an uncovered or flanked target does not cost an action. Cannot be used if Run N' Gun activated)
- 5)
- - Resilience (Confers immunity to critical hits)
- - Killer instinct (Activating Run & Gun now also grants 1-4 bonus damage [1 for pistols and weak weapons, 4 for the strongest weapons] on critical hits)
- - Lightning reflexes (The hit chance of reaction fire against this unit is reduced by 90 percent for the first shot, and by 70 percent for additional shots)
- 6)
- - Heavy armor training (Allows the use of heavy armor)
- - Sprinter (Grants +4 mobility)
- - Rapid fire (Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim)
- 7)
- - This is my rifle (Ignore primary weapon and weapon mod mobility penalties)
- - Mobile fortress (Ignore armor and armor mod mobility penalties)
- - ?
- (Infiltrator) Marksman:
- Weapon specialization: sniper rifles
- Armor specialization: light
- The skill tree focuses on long range support with very high accuracy and support abilities. It´s the LW sniper class. Either go full sniper and take potshots at squadsight range, or get into the fight with snapshot and lock and load.
- Insert Long War sniper skill tree here.
- (Infiltrator) Shadow operative:
- Weapon specialization: shotguns, melee weapons, SMGs sniper rifles and assault rifles
- Armor specialization: light
- The skill tree focuses on scouting, high mobility and crits. The skill tree and armor specialization don´t offer much survivability so mobility and smart use of the tactical cloak are vital. Either flank priority targets with devastating shotgun crits or stay in the fight with a sniper rifle, cloaking prior to shots for maximal damage output. Use your scanners and high mobility to scout ahead.
- Starting perk:
- Tactical cloak (turn invisible for a turn, firing or using items breaks cloak, firing from cloak increases crit chance by 50%, 3 charges per mission)
- Enhanced cloak (+1 charges per mission [4], 20% chance of cloaking not costing a charge)
- Insert Long War scout skill tree here + the following new perks:
- CQC (Allows you to take a melee weapon as a secondary, melee weapon mobility buffs have no effect if it is a secondary)
- Fists of steel (+2 base melee damage)
- Speed booster [item]
- Medium armor training (Allows the use of medium armor)
- (Sentinel) Bastion:
- Weapon specialization: assault rifles and LMGs
- Armor specialization: heavy
- The skill tree focuses on weapon support abilities and tanking. It´s the LW gunner. Set up a personal MG nest and rain bullets on your enemies to cause high damage or to halt their advance. Remember to set up properly, since relocating in the middle of a firefight is going to be difficult due to low mobility. On the other hand, you aren´t in as much danger as some other classes due to your high survivability.
- Rank:
- 1) Tech armor (gives the user +1 DR, +15 tech and biotic resistance, +5 defense and -1 movement, can be detonated for 3-4 damage across a 2 tile radius, 3 turn cooldown after detonation/deactivation)
- Enhanced tech armor (increase DR to 1-2, +5 tech and biotic resistance [20], increase detonation damage to 4-5)
- Pretty much the same skill tree as the Long War gunner but with a power upgrade somewhere in the tree (choosing enhanced tech armor/tactical scan)
- (Sentinel) Tactician
- Weapon specialization: SMGs
- Armor specialization: medium
- The skill tree focuses on both biotic and tech powers, with few weapon perks. You are capable of using varied powers, but your effectiveness with them is not as good as specialized adepts/engineers.
- Rank:
- 1) Focus field (Increase ally biotic and tech focus by 20 within a 3 tile radius for 1 turn, 4 turn cooldown)
- Enhanced focus field (Increase radius by 1 [4] and focus boost by 5 [25] )
- 2)
- - Power upgrade
- - Low profile (Makes partial cover grant the defense bonus of full cover)
- - Unity (+2,5 tech focus per technician and + 2,5 biotic focus per biotic in the squad)
- 3)
- - Holo targeting (Shooting at enemies confers +10 Aim to allies' attacks on those enemies)
- - Battle scanner (Scanning device that, when thrown, creates a new source of vision for 2 turns. Grants 2 uses. Increases throw range for battle scanners by 70%)
- - Power discharge (after an unsuccessful power attack, reduces the power´s cooldown by 1 turn)
- 4)
- - Power upgrade
- - Sprinter (Grants +4 mobility)
- - Distortion grenade (Item)
- 5)
- - Power upgrade
- - Assault rifle training (Allows the use of assault rifles)
- - Shotgun training (Allows the use of shotguns)
- 6)
- - Suppression (Fire a barrage that pins down a target, granting reaction fire against it if it moves. Imposes a -30 penalty to aim and reduced range of many area-of-effect attacks, including grenades. Also prevents overwatch from the target while suppression is active)
- - Flush (Fire a shot that encourages enemies to move. The shot is easy to hit with [+30 aim], but does reduced damage [-50% damage] )
- - Sharpshooter (+10 critical chance in all situations, +10 Aim against enemies in full cover)
- 7)
- - Power upgrade
- - Tech mastery (At the end of the turn you have a 35% chance of reducing a tech power´s cooldown by an additional turn, cooldown reduction check done separately to every tech power)
- - Biotic mastery (At the end of the turn you have a 35% chance of reducing a biotic power´s cooldown by an additional turn, cooldown reduction check done separately to every biotic power)
- Power upgrades:
- Overload
- Incinerate
- Cryo blast
- Sabotage
- Warp
- Throw
- Shockwave
- Lift
- (Adept) Support Adept
- Weapon specialization: assault rifles and SMGs
- Armor specialization: medium
- The skill tree focuses on biotic support abilities, support items and healing. Keep your squad alive with plenty of medigel or support grenades, or use your biotics to give your squad the tactical edge it needs. You are a support class, so don´t expect infantry level aim.
- Rank:
- 1)Biotic sphere (Create a stationary biotic sphere around the user, giving all allies within the radius of 4 tiles +25 biotic resistance and 1 DR. Enemies within the radius take 1 points of damage per turn. Sphere lasts for 3 turns. 5 turn cooldown.
- Enhanced biotic sphere (Increase radius by 1 [5] and resistance boost by 5 [30], also gives + 5 physical defense)
- 2)
- - Power upgrade
- - Field medic (Grants one free use of a medigel per mission and allows additional medigel items to be used two times per battle instead of one)
- - Smoke grenade (Deploy a smoke grenade once per mission. The smoke confers +20 defense and prevents flanking for all enemy and allied units. Lasts 2 turns. Taking the perk on level up also allows an additional action after deploying a smoke grenade)
- 3)
- - Field surgeon (Has a 75% chance to reduce or eliminate recovery time of non-critically wounded soldiers. Automatic reduction if multiple medics on a mission have this perk. Does not affect wound sustained by sending fatigued soldier on a mission)
- - Biotic discharge (after an unsuccessful biotic attack, reduces the cooldown of the power by 1 turn)
- - Biotic tac sense (+5 biotic resistance per enemy in sight, [max +25])
- 4)
- - Power upgrade
- - Smoke and mirrors (Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1)
- - Revive (Allows medigel to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them)
- 5)
- - Paramedic (Once per turn, this unit may use a medigel without spending an action)
- - Suppression (Fire a barrage that pins down a target, granting reaction fire against it if it moves. Imposes a -30 penalty to aim and reduced range of many area-of-effect attacks, including grenades. Also prevents overwatch from the target while suppression is active)
- - Biotic aggression (+5 biotic focus per enemy in sight [max + 15] )
- 6)
- - Power upgrade
- - Sprinter (Grants +4 mobility)
- - Opportunist (Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits)
- 7)
- - Biotic mastery (At the end of the turn you have a 35% chance of reducing a biotic power´s cooldown by an additional turn, cooldown reduction check done separately to every biotic power)
- - Packmaster (Limited-use small items [including those from perks] receive 1 additional use)
- - Saviour (Provides 2 item-free medigel charges and +4 healing bonus to medigel)
- Power upgrades:
- Barrier
- Stasis
- Throw
- Lift
- (Adept) Combat Adept
- Weapon specialization: assault rifles, SMGs and shotguns
- Armor specialization: medium
- The skill tree is focused on offensive biotics, offensive items and weapons. Focus on destroying your enemies with either weapons, grenades or powerful biotics. More eapon expertise than the support adept, but not as much as the infantry/sniper.
- Rank:
- 1) Singularity (Targets with the area of effect of 3 tiles will not be able to move for 1 turn, effect can be resisted by high biotic resistance, if the effect is resisted lowers target mobility by 3 instead, 5 turn cooldown)
- Enhanced singularity (increase radius by 1 tiles [4] )
- 2)
- - Power upgrade
- - Grenadier (Allows 2 destructive grenades in a single inventory slot, and the soldier may throw grenades 20 percent further)
- - Lock n´ load (Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn)
- 3)
- - Biotic tac sense (+5 biotic resistance per enemy in sight, [max +25])
- - Biotic discharge (after an unsuccessful biotic attack, reduces the cooldown of the power by 1 turn)
- - Sapper (Increases grenade damage by +1. Also triples damage to the environment)
- 4)
- - Power upgrade
- - Biotic stability (for every 5 points of biotic focus you have, gain +1 aim)
- - Bombard (Throw or launch grenades over exceptionally long distances [+50%] )
- 5)
- - Biotic aggression (+5 biotic focus per enemy in sight [max + 15] )
- - Sharpshooter (+10 critical chance in all situations, +10 Aim against enemies in full cover)
- - Tactical sense (Confers +5 defense per enemy in sight [max +20] )
- 6)
- - Power upgrade
- - Opportunist (Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits)
- - Packmaster (Limited-use small items [including those from perks] receive 1 additional use)
- 7)
- - Biotic mastery (At the end of the turn you have a 35% chance of reducing a biotic power´s cooldown by an additional turn, cooldown reduction check done separately to every biotic power)
- - Tandem warheads (Explosives employed by this soldier do full damage to the maximum extent of their area of effect)
- - Sentinel (Allows two reaction shots during Overwatch, instead of only one)
- Power upgrades:
- Warp
- Dark Channel
- Shockwave
- Biotic orbs
- (Vanguard) Shock Trooper
- Weapon specialization: shotguns, assault rifles and SMGs
- Armor specialization: medium
- The skill tree focuses on mobility, biotics and weapons. With good defense, weapons and biotics you are a force to be reckoned with. Use your biotic charge to take out entrenched enemies. Be wary of overextending yourself, because you don´t have the highest survivability.
- Insert Long War assault/scout hybrid skill tree here + the following new stuff:
- Starting perk:
- Biotic charge (Teleport next to an enemy within line of sight, using biotic charge as the first action doesn´t end the turn, 4 turn cooldown)
- 3 power upgrades:
- Annihilation field
- Shockwave
- Biotic orbs
- Barrier
- (Vanguard) Slayer
- Weapon specialization: Melee weapons
- Armor specialization: light
- The skill tree focuses on melee damage, biotics and mobility. A very fragile yet powerful class that relies heavily on shields and biotics for maximum damage output. It´s pretty much the N7 Slayer from ME3 multiplayer.
- Rank:
- 1) Biotic charge (Teleport next to an enemy within line of sight, using biotic charge as the first action doesn´t end the turn, 4 turn cooldown)
- 2)
- - Gunslinger (Confers +1 damage with sidearms and negates the long-range accuracy penalty when shooting beyond 14 meters)
- - Fists of steel (Confers +2 base melee damage)
- - Steadfast (Never panic as a result of getting wounded, allies panicking, or allies getting wounded or killed)
- 3)
- - Blink (Teleport to a location within a 5 tile radius, blinking as the first action doesn´t end the turn, 2 turn cooldown)
- - Power upgrade
- - Riposte (75% chance of ignoring an enemy melee attack and getting a free melee strike against the attacker, if the attacker also has riposte the effect will not trigger, requires a melee weapon)
- 4)
- - Charged strike (A powerful melee attack, drain 50% of the user´s shields and add the value x 2 as damage to the melee strike [base melee damage + melee weapon damage + shields drained x 2 = damage of charged strike], 1 turn cooldown, doesn´t require a melee weapon)
- - Phase disruptor (A damaging biotic ranged attack, drain 25% of the users shields and shoot at a target causing 4-8 damage and ignoring DR, accuracy affected by cover, damage affected by target biotic resistance, 1 turn cooldown)
- - ?
- 5)
- - Power upgrade
- - Lightning reflexes (The hit chance of reaction fire against this unit is reduced by 90 percent for the first shot, and by 70 percent for additional shots)
- - Shield booster (Item)
- 6)
- - Biotic slash (Drain 50% of user shields to charge the user´s sword with biotic energy and launch it from the user´s position, 100% accurate, 2 tile width, goes trough walls, enemies at the center of the area of effect take more damage, damage based on melee damage [base melee damage + melee weapon damage], travels for 6 tiles, 3 turn cooldown, requires a melee weapon)
- - Resilience (Confers immunity to critical hits)
- - Emergency cloak (Tactical cloak with 1 charge, turn invisible for a turn, firing or using items breaks cloak, firing from cloak increases crit chance by 50%)
- 7)
- - Medium armor training (Allows the use of medium armor)
- - SMG training (Allows the use of SMGs) + CQC (Allows you to take a melee weapon as a secondary, melee weapon mobility buffs have no effect if it is a secondary)
- - Hit and run (Your first standard shot/melee strike of each turn against an uncovered or flanked target does not cost an action)
- Power upgrades:
- Annihilation field
- Barrier
- Shockwave
- (Engineer) Support engineer:
- Weapon specialization: assault rifles and SMGs
- Armor specialization: medium
- The skill tree focuses on tech support abilities, support items and armor repair. Keep your team´s armor shiny and durable or support you squadmates with tech wizardry or support grenades. Don´t rely on weapons, your aim is not as good as you think.
- Rank:
- 1) Support drone (Spawn a player controlled mobile drone with 5 shields and 30 innate defense [drone cannot take cover] and 30 aim, drone can shoot targets for 1-2 damage [no crits], regen shields, armor or health by 1 point at the end of the turn and give +20 tech resistance for everyone within the area of effect [4 tiles], 5 turn cooldown)
- Enhanced support drone (Drone gets +2 shields (7), +10 defense (40), +10 aim (40), damage increased to 1-3, regen shields, armor or health by 2 points at the end of the turn and give + 25 tech resistance for everyone within the area of effect [4 tiles] )
- 2)
- - Power upgrade
- - Mechanic (Grants one free use of an alloy spray per mission and allows additional alloy spray items to be used two times per battle instead of one)
- - Smoke grenade (Deploy a smoke grenade once per mission. The smoke confers +20 defense and prevents flanking for all enemy and allied units. Lasts 2 turns. Taking the perk on level up also allows an additional action after deploying a smoke grenade)
- 3)
- - Guardian grenade (Item)
- - Tech discharge (after an unsuccessful tech attack, reduces the cooldown of the power by 1 turn)
- - Tech tac sense (+5 tech resistance per enemy in sight, [max +25])
- 4)
- - Power upgrade
- - Smoke and mirrors (Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1)
- - Reinforcement (Using alloy spray on non damaged armor gives +3 bonus armor and +1 DR, if the armor the soldier wears doesn´t have an armor rating (AR) the same effect will be applied)
- 5)
- - Paramechanic (Once per turn, this unit may use an alloy spray without spending an action)
- - Suppression (Fire a barrage that pins down a target, granting reaction fire against it if it moves. Imposes a -30 penalty to aim and reduced range of many area-of-effect attacks, including grenades. Also prevents overwatch from the target while suppression is active)
- - Tech aggression (+5 tech focus per enemy in sight [max + 15] )
- 6)
- - Power upgrade
- - Sprinter (Grants +4 mobility)
- - Opportunist (Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits)
- 7)
- - Tech mastery (At the end of the turn you have a 35% chance of reducing a tech power´s cooldown by an additional turn, cooldown reduction check done separately to every tech power)
- - Packmaster (Limited-use small items [including those from perks] receive 1 additional use)
- - Blacksmith (Provides 2 item-free alloy spray charges and +4 ”healing” bonus to alloy spray)
- Power upgrades:
- Decoy
- Sabotage
- Shield boost
- Cryo blast
- (Engineer) Combat Engineer:
- Weapon specialization: assault rifles, SMGs and shotguns
- Armor specialization: medium
- The skill tree focuses on offensive tech powers, offensive items and weapons. Drown your enemies in bullets or shrapnel or focus on offensive tech powers. Better aim than the support engineer, but worse than the infantry/sniper.
- Rank:
- 1) Combat drone (Spawn a player controlled mobile drone with 7 shields and 30 innate defense [drone cannot take cover] and 50 aim, drone can shoot targets for 3-6 damage and crits, drone can self destruct causing 6-9 damage across a 2 tile radius, 5 turn cooldown)
- Enhanced Combat drone (Drone gets +3 shields (10), +10 defense (40), +10 aim (60), damage increased to 5-8 and crits, self destruct damage increased to 8-11 across a 2 tile radius)
- 2)
- - Power upgrade
- - Grenadier (Allows 2 destructive grenades in a single inventory slot, and the soldier may throw grenades 20 percent further)
- - Lock n´ load (Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn)
- 3)
- - Tech tac sense (+5 tech resistance per enemy in sight, [max +25])
- - Tech discharge (after an unsuccessful tech attack, reduces the cooldown of the power by 1 turn)
- - Sapper (Increases grenade damage by +1. Also triples damage to the environment)
- 4)
- - Power upgrade
- - Tech stability (for every 5 points of tech focus you have, gain +1 aim)
- - Bombard (Throw or launch grenades over exceptionally long distances [+50%] )
- 5)
- - Tech aggression (+5 tech focus per enemy in sight [max + 15] )
- - Sharpshooter (+10 critical chance in all situations, +10 Aim against enemies in full cover)
- - Tactical sense (Confers +5 defense per enemy in sight [max +20] )
- 6)
- - Power upgrade
- - Opportunist (Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits)
- - Packmaster (Limited-use small items [including those from perks] receive 1 additional use)
- 7)
- - Tech mastery (At the end of the turn you have a 35% chance of reducing a tech power´s cooldown by an additional turn, cooldown reduction check done separately to every tech power)
- - Tandem warheads (Explosives employed by this soldier do full damage to the maximum extent of their area of effect)
- - Sentinel (Allows two reaction shots during Overwatch, instead of only one)
- 3 power upgrades:
- Incinerate
- Overload
- Shield drain
- Snap freeze
- Powers:
- Tech powers:
- Incinerate:
- Set target on fire causing 2-4 damage and after that 1 burn damage per turn for 2 turns, initial blast has a high chance of causing panic to organic targets, 3-6 damage against armor, hit chance affected by cover, 3 turn cooldown
- Enhanced incinerate:
- 4-6 initial damage (5-8 against armor), +1 turns of burn time (3 turns), increased chance of panic
- Overload:
- Completely destroy enemy shields, chance of stunning synthetic targets for 1 turn, 100% accurate, but success is affected by target tech resistance, 4 turn cooldown
- Enhanced overload:
- Chain effect causes 50% of the initial shield damage to be done to the shields of the closest enemy of the initial target, if multiple targets are present at similar distance to the initial target, the second target is chosen randomly, higher chance of success and stunning synthetic targets, stun affects only the initial target
- Cryoblast:
- Reduce target mobility by 4 for 1 turn, all damage done to the target is increased by 2-4 for 1 turn, accuracy only affected by cover, high base accuracy, 100% chance of freezing a target, 2 turn cooldown
- Enhanced cryoblast:
- Reduce target movement by 5 for 1 turn, all damage done to the target is increased by 3-5 for 1 turn, increased base accuracy
- Decoy:
- Spawn a holographic stationary decoy of the user within the user´s sight range to distract/pressure your enemies, if an enemy shoots at the decoy it is destroyed, the decoy doesn´t offer extra line of sight, 3 turn cooldown
- Enhanced decoy:
- Using decoy doesn´t cost an action
- Sabotage:
- Overload the target´s weapon, depleting all of it´s ammo, 100% accurate but success affected by target tech resistance, 2 turn cooldown
- Enhanced sabotage:
- Weapon overload causes 2 dmg, adds a chance of depleting 1 ammo from enemy weapons within 3 tiles of the initial target, ammo drain affected by tech resistance, higher chance of success
- Tactical scan:
- Get detailed information on target weapons, equipment, perks and stats, allies shooting the scanned target get +15 aim and +10% crit chance.
- Shield drain:
- Drain 25-75% of enemy shields and restore the user´s shields with them, 100% accurate but enemy tech resistance reduces the chance of better shield drains. 3 turn cooldown.
- Enhanced shield drain:
- Higher chance of better shield drains.
- Shield boost:
- Once activated, allies within 4 tiles of the user get +2 shield regen per turn. The user also gets the shield regen effect. Effect lasts for 3 turns. Effect goes through walls. Effect does not apply if an ally leaves the range of the effect. 5 turn cooldown after the effect has stopped.
- Enhanced shield boost:
- +1 range [5], effect lasts one more turn [4]
- Snap freeze:
- Like cryo blast, but with limited range and an arc (like the flamethrower) capable of freezing multiple enemies, 100% accurate (unlike cryo blast) but the chance of freezing is affected by tech resistance (unlike cryo blast), doesn´t go through walls, 3 turn cooldown.
- Enhanced snap freeze:
- Increased range, higher chance of freezing
- Biotic powers:
- Warp:
- Deal 3-6 damage and reduce target DR by 1-3 permanently, hit success affected by cover, high base accuracy, damage and DR reduction affected by target biotic resistance, 4 turn cooldown
- Enhanced warp:
- Damage increased to 4-8, DR debuff increased to 2-4, slightly increased accuracy, higher chance of better damage and DR debuff
- Throw:
- Push the target back 2 tiles, if the target hits a wall, deals 2 damage, if the target falls from elevated ground, deals 2 damage per elevation level falled, hitting a wall or falling has a chance to stun for 1 turn, accuracy only affected by cover, larger enemies move back only 1 tile, 1 turn cooldown
- Enhanced throw:
- Increased stun chance and base accuracy, larger enemies also move back 2 tiles
- Lift:
- Lift the target into the air for 1 turn, targets in the air have 15 defense and no possibility of being flanked, high base accuracy, target´s biotic resistance determines the chance of lifting the target (higher target resistance = lower lift chance), 3 turn cooldown
- Enhanced lift:
- Make lift 100% accurate, increase the chance of lifting a target
- Shockwave:
- Launch a shockwave from your position, deals 3-5 damage on a straight line that is 2 tiles wide, 100% accurate, hits all targets within travel distance, targets at the center of the shockwave take more damage, biotic resistance affects damage taken, travels 6 tiles, goes through walls, 4 turn cooldown.
- Enhanced shockwave:
- Increase damage to 4-6, increase travel distance by 3 [9]
- Stasis:
- Target cannot take any actions for 2 turns, target cannot take damage while in stasis, 100% accurate but the chance of a successful stasis affected by target biotic resistance, 4 turn cooldown.
- Enhanced stasis:
- Greatly increased chance of a succesful stasis
- Annihilation field:
- Creates a biotic field around the user once activated, enemies within the radius of 3 tiles take 2-3 additional damage from all sources and also take 2 points of damage per turn if they are within the radius, field goes through walls, field lasts for 3 turns, 5 turn cooldown.
- Enhanced annihilation field:
- Increase radius by 1 [4]
- Barrier:
- Create a barrier for the user or an ally, barrier adds 5 permanent overshields, overshields don´t regenerate, only 2 barriers can be active in a squad at a given time and only one barrier can be active on a soldier, 4 turn cooldown.
- Enhanced barrier:
- +3 overshield strength [8]
- Dark channel:
- Deal 2-4 damage per turn to the target for 3 turns, if the target dies when dark channel is active the effect jumps to the nearest enemy and the duration of the effect has a 50% chance of being prolonged by a turn, 100% accurate but damage taken is affected by biotic resistance, 4 turn cooldown.
- Enhanced dark channel:
- Increase damage to 3-5, increase initial duration by 1 turn [4]
- Biotic orbs:
- Spawn 4 floating biotic orbs around the user, orbs do not take up tiles, each orb increases defense by 1 [max 4] and biotic and tech resistance by 2,5 [10 max], each orb increases the chance of a random 1 DR roll by 25% [4 orbs = 1 DR, 2 orbs = 50% chance of 1 DR when taking damage], biotic orbs can be shot at enemies, dealing 1-2 damage, firing an orb costs an action, but consecutive orbs do not [you can fire 1-4 orbs during the same turn, to a single or multiple targets], orb accuracy affected by cover, orb damage affected by biotic resistance, 5 turn cooldown, cooldown begins when the last orb has been shot or the ability has been deactivated
- Enhanced biotic orbs:
- Spawn 2 more orbs [6], additional orbs increase defense and resistance boost [max 6 defense] [max 15 resistance] but do not increase DR (but 4 orbs still give a passive 1 DR)
- Items:
- Basic items are available from the start (frag grenades, medigel, smoke grenades etc.). As you progress you get new suppliers/blueprints and gain access to new items and item upgrades. Some items require resources to manufacture [].
- Ammo types:
- You can only take 1 ammo type on a squadmate.
- Disruptor ammo (+30% dmg against shields, stops enemy shield regen for 1 turn)
- AP ammo (ignore 1-3 armor DR)
- Shredder ammo (+30% dmg against health, stops enemy health regen for 1 turn)
- Incendiary ammo (30% chance to light enemies on fire causing 1 dmg per turn for 3 turns + a high chance to panick)
- Drill ammo (If a shot misses it has a 25% chance of destroying the cover of the target, thick cover cannot be destroyed with drill ammo [pilars, reinforced walls, reinforced crates, anything thicker than a wall basically] )
- Offensive items:
- Grenades range from mark I-III, increasing in damage.
- Frag grenade (area of effect damage and cover destruction)
- Shock grenade (heavy area of effects damage on shields, chance to stun synthetic targets for 1 turn)
- Corrosive grenade (heavy area of effect dmg on armor)
- Gas grenades (enemies hit by gas take 2 points of health damage per turn for 3 turns and -10 aim and -2 mobility, gas damages health directly through shields and armor, synthetic enemies are immune)
- Support items:
- Medigel (restore health on self or ally, stabilize gravely wounded allies)
- Alloy spray (repair armor damage on self or ally)
- Shield booster (fully recover shields on self, 2 uses)
- Speed booster (increase movement by 3 tiles for 2 turns on self, 2 uses)
- Aim booster (increase aim by 15 for 2 turns on self, 2 uses)
- Crit booster (increase crit chance by 25% for 2 turns on self, 2 uses)
- Smoke grenade (+20 defense within the smoke radius, smoke lasts for 2 turns)
- Flashbang (greatly reduce target movement and aim for 1 turn)
- Distortion grenade (put target powers on cooldown for 1 turn, -20 target biotic and tech resistance)
- Guardian grenade (puts down an omni shield that grants full cover to anyone behind the shield [like the geth shield], the shield lasts for 2 turns)
- Weapon mods:
- Weapon mods only affect the primary weapon. You cannot have duplicate mods (2 heavy barrels for example).
- Extended thermal clip (+1 primary weapon ammo)
- Enhanced targeting computer (+10 primary weapon aim and +5% crit chance)
- Shotgun smart choke [shotguns only] (extend shotgun effective range by 50%, decrease crit chance by 20%)
- Heavy barrel (increase weapon damage by 1-2, increase weapon weight by 1)
- Omni blade (increase melee damage by 50%, does not affect melee weapons)
- IR scope (ignore the physical defense boost of smoke grenades and support drones, +3 aim)
- Armor mods:
- You cannot have duplicate armor mods (2 alloy platings for example)
- Alloy plating (+3 armor, +1 DR, -1 mobility) [5 high tech alloys]
- Enhanced shield generator (+1 shield regen per turn, 50% chance of restoring an extra shield, -1 mobility) [shield module]
- Omni tool upgrade (+10 tech focus) [25 omni tool data fragments]
- Biotic amplifier upgrade (+10 biotic focus) [25 biotic amp data fragments]
- Tech shield (+20 tech resistance) [25 omni tool data fragments]
- Biotic shield (+20 biotic resistance) [25 biotic amp data fragments]
- Loot and salvage:
- Items used in manufacturing and upgrades or sold for credits.
- Stealth module (very valuable, dropped by geth hunters and phantoms)
- Shield module (valuable, dropped by geth primes)
- Trauma module (valuable, dropped by high tier Cerberus soldiers and mercs)
- High tech alloys (required for multiple projects)
- High tech weapon parts (required for multiple projects)
- Omni tool data fragments (required for specialized projects, mostly dropped by geth)
- Biotic amp data fragments (required for specialized projects, mostly dropped by collectors)
- Reaper chemical compounds (required for specialized projects)
- Collector chemical compounds (required for specialized projects)
- Weapons:
- Weapons can be upgraded from mark I to V increasing damage (like XCOM weapon tiers), making each weapon useful no matter the stage of the playthrough. Each weapon presented here is based on mark I stats.
- Assault rifles
- M-8 Avenger (XCOM LW assault rifle)
- dmg: 3-5 crit%: 8% base ammo: 3
- M-15 Vindicator (XCOM LW carbine)
- dmg: 2-4 crit%: 8% base ammo: 3 +7,5 aim, +1 movement
- M-96 Mattock (XCOM LW battle rifle)
- dmg: 4-6 crit%: 12% base ammo: 4 -1 movement, -12 aim
- Phaeston
- dmg: 1-5 crit%: 6% base ammo: 5
- LMGs
- M-76 Revenant (XCOM LW SAW/autorifle class weapon)
- dmg: 4-6 crit%: 0% base ammo: 6 -1 movement
- N7 Typhoon (XCOM LW LMG)
- dmg: 4-8 crit%: 0% base ammo: 8 -2 movement, limited squadsight, cannot move and fire during the same turn
- Sniper rifles:
- M-92 Mantis (XCOM LW ballistic sniper rifle)
- dmg: 4-6 crit%: 20% base ammo: 4 -1 movement, cannot move and fire during the same turn, squadsight
- M-97 Viper (XCOM LW marksman rifle)
- dmg: 4-6 crit%: 12% base ammo: 5 effective range higher than assault rifles, less than sniper rifles
- M-98 Widow
- dmg: 6-8 crit%:20% base ammo: 1 -2 movement, cannot move and fire during the same turn, extended clip has no effect on this weapon, squadsight
- Shotguns:
- M-23 katana (XCOM LW shotgun)
- dmg: 4-8 crit%: 16% base ammo: 3
- M-300 Claymore
- dmg: 8-12 crit%: 25% base ammo: 1 -2 movement, very poor effective range, extended clip has no effect on this weapon
- N7 Crusader
- dmg: 4-7 crit%: 13% base ammo: 2 Improved effective range
- SMGs:
- M-9 Tempest (XCOM LW submachine gun)
- dmg: 2-4 crit%: 0% base ammo: 2 +3 movement
- M-12 Locust
- dmg: 3-4 crit%: 5% base ammo: 2 +2 movement
- N7 Hurricane
- dmg: 3-4 crit%: 10% base ammo: 3 + 2 movement, reduced effective range
- Sidearms:
- M-3 Predator (XCOM LW pistol)
- dmg: 1-3 crit%: 0% base ammo: 2 long range accuracy penalty
- M-6 Carnifex (XCOM LW machine pisyol)
- dmg: 2-4 crit%: 0% base ammo: 2 -1 movement, long range accuracy penalty
- M-358 Talon (XCOM LW sawed-off shotgun)
- dmg: 4-8 crit%: 4% base ammo: 1 -1 movement, 2 tile effective range
- Laser targeter
- Required for aerial precision bombardments
- Melee weapons:
- Base melee damage + melee weapon damage = damage done with melee weapons. Melee weapons are 100% accurate, have flat damage and have a 1 tile effective range, obviously. Some melee weapons need to be charged (reloaded) after continuous use.
- Standard monomolecular blade:
- dmg: 6 infinite ammo +4 mobility
- Shock blade:
- dmg: 5 +50% dmg against shields, stops shield regen, has a slight chance to stun base ammo: 3 +4 mobility
- Inferno blade:
- dmg: 4 ignore target DR base ammo. 3 +4 mobility
- Special weapons:
- You can sacrifice your secondary weapon and one item slot to bring a special weapon on missions. Special weapons cannot be upgraded and have limited ammo. Special weapons are received as loot and mission rewards and later can be bought. Special weapons are very expensive.
- Krysae sniper rifle:
- A sniper rifle that shoots explosive projectiles, projectiles act like normal frag grenades, if a shot misses the projectile will hit a random location, -1 mobility, -10 aim, you cannot move and fire during the same turn, squadsight applies to this weapon, 4 ammo.
- The black widow:
- Same stats as the M-98 Widow, but with a 3 shot clip and only -1 mobility.
- M-560 Hydra missile launcher:
- A missile launcher that does 6-9 damage across a 4 tile radius, targets closer to the center take more damage, has scatter range that is affected by aim (like LW rockets), -2 mobility, cannot move and fire during the same turn, 2 ammo.
- M-920 Cain:
- Shoots a projectile that does 20-30 damage across a 4,5 tile radius, targets closer to the center take more damage, has scatter range that is affected by aim (like LW rockets), -15 aim, -2 mobility, must be set up before firing, setting up the weapon takes a full turn, cannot move and set up during the same turn, 1 ammo.
- M-451 Firestorm:
- A flamethrower that does damage in an arc, 4 tile range, 100% accuracy, 3-5 initial damage and 2 burn damage per turn for 2 turns, has a high chance of causing panic, -2 mobility, 3 ammo
- Armors:
- Light armor offers the most mobility at the cost of survivability. Light armors usually have average shields but no armor. Medium armors have no effect on mobility and have some armor and DR and average shields. Heavy armors reduce movement but offer the most protection with high shields, armor and DR.
- Because XCOM LW armor stats come down only to mobility, HP and special effects, I don´t know how dividing the HP bonus of armor into 2 different values (regenerating shields and armor with DR) would affect gameplay. Most player controlled units would then have 3 layers of defense: shields, armor and health.
- Armor could also be upgraded from mark I-III, giving more shields, armor and DR. Instead of replacing your lower tier armor like in XCOM, you choose the type that suits your guys best and upgrade it. I´ve come up with a few examples. Each armor presented here is based on mark I stats.
- AR = armor, DR = damage reduction
- S = shields, SR = shield regen
- BR = biotic resistance, TR = tech resistance
- BF = biotic focus, TF = tech focus
- Light armors:
- Basic scout armor:
- 6S 1SR +3 mobility
- Light engineer armor:
- 6S 1SR +5 TR and TF +2 mobility
- Light adept armor:
- 6S 1SR +5 BR and BF +2 mobility
- Medium armors:
- Basic infantry armor:
- 4AR 1DR 4S 1SR
- Reinforced armor:
- 4AR 1-2DR 5S 1SR -1 mobility
- Engineer armor:
- 4AR 4S 1SR +5 TR and TF
- Adept armor:
- 4AR 4S 1SR +5 BR and BF
- Heavy armors:
- Basic tank armor:
- 6AR 1-2DR 6S 1SR -2 mobility
- Juggernaut armor:
- 7AR 2-3DR 7S 1SR -3 mobility
- Paladin armor:
- 4AR 1DR 10S 2SR -2 mobility
- Enemies:
- All enemies come in tiers. The higher the tier, the better the stats and equipment. Higher tier enemies also have more perks and powers. Higher tier enemies can carry specialized ammo.
- I´ve come up with some examples of lower vs higher tier enemies. As with everything don´t take the numbers too seriously.
- HP = health
- AR = armor, DR = armor damage reduction
- S = shields/barriers, SR = shield/barrier regen
- ND = natural defense
- A = aim, W = will, M = mobility
- BR = biotic resistance, TR = tech resistance
- MD = melee damage
- Reaper:
- All reaper units have passive health regen. Health regen increases with tier.
- Husk:
- A basic melee unit. Only has a melee attack with average damage. Low health and high mobility, cannot take cover, usually encountered in swarms and as support units with ranged enemies.
- Cannibal:
- The basic Reaper frontline fighter. Can feast on a cannibal corpse, restoring 50% health and getting +3 armor and 1 DR. Higher than average health. 2 points of base health regen per turn. Carries frag grenades.
- Lower tier Cannibal: Higher tier Cannibal:
- HP: 10 (2 HP regen) HP: 18 (4 HP regen)
- A: 60 A: 70
- W: 20 W: 40
- M: 11 M: 12
- BR: 15 BR: 30
- TR: 15 TR: 30
- MD: 2 MD: 3
- Overwatch Overwatch
- Suppression
- Marauder:
- Support officer. Has the ”Armor Up” ability. Armor up gives ally units within a 3 tile radius a permanent boost of +1 health regen and + 2 armor with 1 DR. Average shields and health. 1 point of base health regen per turn. Carries frag grenades. A squad leader usually encountered with cannibals. Higher tier Marauders get improved suppression/overwatch capabilities.
- Ravager:
- Support sniper. Fires explosive projectiles from squadsight range. Projectiles are like frag grenades with the same damage but lower radius. To balance out the destructive power, the Ravager isn´t as accurate as most sniper classes and cannot reposition easily due to extremely low mobility. When a Ravager is killed it spawns 1-3 swarmers that have 1 HP and low mobility, swarmers can jump at enemies dealing 2 damage and killing themselves in the process, swarmers die by themselves within 3 turns of spawning, the Ravager has average armor and low DR, cannot take cover. Ravagers very rarely work in groups, usually there is only one Ravager supporting a squad.
- Brute:
- Melee tank. Highly damaging melee attack, high armor and DR, average health, high mobility, cannot take cover. It´s the XCOM Berserker, but without ping pong.
- Lower tier Brute: Higher tier Brute:
- HP: 8 HP: 12
- AR: 10 AR: 25
- DR: 2-3 DR: 3-5
- ND: 15 ND: 20
- W: 80 W: 100
- M: 15 M: 16
- BR: 50 BR: 60
- TR: 30 TR: 30
- MD: 10 MD: 18
- Banshee:
- Oh my god why? Instant kill melee attack. Has the super warp ability. Super warp is like normal warp, but deals higher damage. When the Banshee´s shields are destroyed, an intimidate check is done to everyone within 4 tiles of the Banshee with a high chance of panic. High shields, high armor and average DR, average health. Has the ability to teleport through walls. Higher than average mobility, cannot take cover. A boss monster that looks scary and teleports.
- Geth:
- All geth are immune to panic and rely heavily on shields. All geth have a base shield regen rate of 2 per turn. Shield regen rate increases with tier. Geth usually have higher than average tech resistance, but lower biotic resistance.
- Geth trooper:
- The basic Geth frontline fighter. Can deploy a stationary geth shield that gives full cover to anyone standing against the shield. Geth shield lasts 2 turns. Higher than average shields but low health. Carries shock grenades. Higher tier troopers get overload, sabotage or shield drain and improved suppression/overwatch capabilities.
- Lower tier geth trooper: Higher tier geth trooper:
- HP: 3 HP: 5
- S: 8 S: 13
- SR: 2 SR: 3
- A: 65 A: 75
- M: 12 M: 12
- BR: 15 BR: 20
- TR: 50 TR: 65
- MD: 2 MD: 3
- Overwatch Overwatch
- ND: 5 Suppression
- Covering fire
- Shield drain
- Sabotage
- Disruptor ammo
- ND: 10
- Geth hunter:
- Assassin. Has tactical cloak. Usually equipped with a shotgun. Average shields but low health. High mobility. Hunters use their cloak to flank you, so be sure to bring some scanners.
- Geth pyro:
- Offensive tank. Has a flamethrower that deals high damage within a small arc. Flamethrower has a very high chance of causing panic and deals 1 burn damage for 2 turns. Average shields, average armor but high DR, low mobility, cannot take cover
- Geth rocket trooper:
- Offensive support. Has a high damage AOE missile launcher. Usually equipped with an assault rifle. Average shields, but low health.
- Geth prime:
- Offensive support/tank. Has the perk ”platform unity”: all allies within a 6 tile radius have +1 points of shield regen per turn, +10 aim and defense and + 15 tech resistance. Highly damaging primary weapon. Can throw out a geth turret (grenade throw range) that does SMG tier damage. Can spawn a repair drone that restores ally shields and repairs Prime armor. Extremely high shields, high armor and average DR. low mobility. Shield regen rate of 3 per turn, cannot take cover. The most shielded and team supportive boss monster.
- Cerberus:
- Assault trooper:
- The basic Cerberus frontline fighter. Carries frag grenades. Usually equipped with an assault rifle. Average health and shields.
- Low tier Assault trooper: High tier Assault trooper
- HP: 4 HP: 7
- S: 4 S: 7
- SR: 1 SR: 2
- A: 60 A: 70
- W: 20 W: 30
- M: 12 M: 12
- BR: 15 BR: 25
- TR: 15 TR: 25
- MD: 2 MD: 3
- Overwatch Overwatch
- Suppression
- Bombard
- Rocket boots
- Centurion:
- Support officer. Carries smoke grenades and has the ”Cerberus inspiration” perk: friendly units within a 6 tile radius get +10 aim and +20 will. Usually equipped with an assault rifle. Average health and shields, low armor and DR. Higher tier Centurions get improved suppression/overwatch capabilities.
- Low tier centurion: High tier Centurion:
- HP: 4 HP: 6
- AR: 3 AR: 5
- DR: 1 DR: 2-3
- S: 4 S: 8
- SR: 1 SR: 2
- A: 75 A: 85
- W: 40 W: 50
- M: 12 M: 12
- BR: 20 BR: 25
- TR: 20 TR: 25
- MD: 2 MD: 3
- Overwatch Overwatch
- Suppression Suppression
- Opportunist
- Covering fire
- Aggression
- AP ammo
- Dense smoke
- Rocket boots
- ND: 10
- Guardian:
- Frontline support tank. Carries a metal shield. Any ally directly behind the Guardian gets full cover. A guardian has 100 innate defense if attacked from the front, but no innate defense if flanked. Usually equipped with a pistol. Low mobility and health. Usually protect and move in with Centurions and assault troopers.
- Combat engineer:
- Support unit. Has the ability to lay down a Cerberus turret. Setting up the turret takes 1 turn. The unfinished turret offers the engineer 15 points of defense. If the engineer is killed while setting up the turret, the turret is not deployed. Cerberus turret deals LMG tier damage and has a lot of support perks like suppression, covering fire, sentinel etc. The turret has high shields and average armor and DR. The engineer carries alloy spray for Atlas armor repairs. Avrage shields but low health. Higher tier engineers have overload, incinerate or sabotage. Usually encountered with an overwatch/suppression capable escort.
- Nemesis:
- Sniper support. Usually engages from squadsight range with high accuracy and average damage. Low health and shields. Higher tier Nemesis´ have disabling shot.
- Phantom:
- Assassin. Has tactical cloak and very high mobility. Sword attacks deal extremely high melee damage. Phase disruptor deals SMG tier damage from range. Has the ”Riposte” perk (75% chance of ignoring an enemy melee attack and getting a free melee strike against the attacker, requires a melee weapon), High shields but low health. A priority target, take her out before she cloaks, flanks you and oneshots one of your squad mates.
- Atlas:
- A tank. Highly damaging and accurate cannon. Highly damaging AOE rocket. Highly damaging melee attack. High shields, very high armor and high DR. Immune to panic. Low mobility, cannot take cover. The boss monster with the most armor and DR.
- Collectors:
- Any Collector unit can be possessed, increasing mobility, aim and crit chance, and giving the unit passive DR. Only one unit can be possessed at a time and possessed units take 1 points of health damage per turn. Possessed units can´t panic. Collectors usually have higher than average biotic resistance, but lower tech resistance.
- Abomination:
- Suicide unit. The abomination can detonate itself causing 4-6 damage across a 2 tile radius. Low health and high mobility, cannot take cover, usually encountered in swarms.
- Collector drone:
- The basic collector frontline fighter. Average health and shields. Carries frag grenades.
- Collector captain:
- Support officer. Can spawn a highly mobile seeker swarm. Seeker swarm has low health and can be detonated at will. Killing the seeker swarm does not cause an explosion. Seeker swarm explosion stuns any target within a 3 tile radius for 1 turn. The captain has higher than average shields, average health. Higher tier captains get warp, throw or lift and improved overwatch/suppression capabilities.
- Scion:
- Offensive tank. Highly damaging main weapon and melee attack. Extremely high armor and high DR. Low mobility. Immune to panic, cannot take cover
- Praetorian:
- Offensive tank. Highly damaging main weapon and melee attack. Has a pulse charge that deals damage across a 2 tile radius from the Praetorian. Very high shields, high armor and average DR, high mobility. Immune to panic, cannot take cover. The most mobile boss monster.
- Lower tier Praetorian: Higher tier Praetorian:
- AR: 10 AR: 15
- DR: 2-3 DR: 3-5
- S: 20 S: 30
- SR: 3 SR: 4
- ND: 20 ND: 25
- A: 90 A: 100
- M: 15 M: 16
- BR: 70 BR: 90
- TR: 40 TR: 45
- MD: 8 MD: 12
- 4-6 dmg pulse 7-10 dmg pulse
- Light ´em up Light ´em up
- Sentinel Sentinel
- Opportunist
- Misc:
- LOKI mech:
- Cannon fodder. Armed with a pistol, low shields and health, cannot take cover
- FENRIS mech:
- Tougher cannon fodder. Damaging melee attack, low shields, average health, high mobility, cannot take cover
- YMIR mech:
- A tank. Highly damaging primary weapon, highly damaging AOE rocket, high shields, high armor and DR, low mobility, cannot take cover
- Mercs:
- Blue Suns/Eclipse/Blood Pack mercenaries with the same classes, weapons and equipment as the player.
- Hero units:
- Just to be clear, these units would not be playable in the game. I just came up with a few overpowered hybrid class builds just for fun.
- Garrus Vakarian:
- M-15 Vindicator + M-92 Mantis
- AP ammo + enhanced targeting computer
- Overkill, light ´em up, rapid fire, aggression, executioner, lock and load and enhanced overload.
- Tali´Zorah nar Rayya:
- M-23 katana + M-3 Predator
- Enhanced shield generator + enhanced omni tool
- Enhanced combat drone, enhanced shield drain, enhanced sabotage, close encounters, tac sense, sprinter and gunslinger.
- Special ability: 100% chance of panic if attacked by a swarmer.
- Mordin Solus:
- M-9 Tempest + M-6 carnifex
- Enhanced omni tool + medigel
- Enhanced incinerate, enhanced cryo blast, sprinter, lightning reflexes, field medic, revive, gunslinger.
- Urdnot Wrex:
- M-300 Claymore + M-76 revenant
- Omni blade + heavy barrel
- Overkill, run and gun, sprinter, resilience, aggression, enhanced throw, enhanced barrier
- Special ability: weapon, armor and item weight have no effect.
- Liara T´Soni:
- M-12 Locust + M-3 Predator
- Enhanced biotic amplifier + biotic shield
- Enhanced singularity, enhanced stasis, enhanced warp, enhanced lift, sprinter, lightning reflexes and rapid fire.
- Kai Leng:
- Standard monomolecular blade + M-3 Predator
- Combat gauntlets + speed booster
- Tactical cloak, phase disruptor, sprinter, enhanced barrier, riposte, annihilation field and lightning reflexes.
- Saren Arterius:
- Phaeston + M-6 Carnifex
- Enhanced biotic amplifier + frag grenade
- Resilience, tac sense, enhanced throw, enhanced warp, enhanced stasis, grenadier and bombard.
- Legion
- Black Widow with unlimited ammo + M-6 Carnifex
- IR scope + Enhanced targeting computer
- Squadsight, in the zone, sharpshooter, enhanced combat drone, snapshot, precision shot, lock n´ load
- Special ability: ignore sniper rifle mobility penalties
- Other stuff
- Just some random thoughts and ramblings.
- Max shield regen:
- Paladin armor: 2 SR
- Enhanced shield generator: 1 SR, 50% chance of 2 SR
- Miniature shield module: 1 SR
- Within shield boost range: 2 SR
- Within enhanced support drone range: 2 SR
- 8-9 SR per turn = almost full mark I paladin armor shields per turn
- Is it OP?
- - all the skills and resources aren´t available from the start
- - paladin armor + enhanced shield generator = -3 mobility
- - requires shield boost and enhanced support drone and you have to be within the area of effect of both
- - miniature shield module is very expensive and must be built individually for every soldier
- - enhanced shield generator takes up a valuable item slot + reduces mobility by 1
- - overload bait
- - shock grenade bait
- - we are talking about mark I paladin armor
- - higher tier enemies can probably focus fire and destroy the shield pretty easily
- Max SR without ally buffs:
- paladin armor: 2 SR
- enhanced shield generator: 1 SR 50% chance of 2 SR
- miniature shield module: 1 SR
- 4-5 SR per turn = not too op imo, requires an item slot, an expensive soldier upgrade and reduces mobility by 3
- Different class builds:
- I don´t know how well I have designed the skill trees, but here I came up with a few different builds of the same class for different situations.
- Support adept 1:
- 1)Biotic sphere
- 2)Field medic
- 3)Field surgeon
- 4)Stasis
- 5)Biotic aggression
- 6)Throw
- 7)Saviour
- 3 medic skills for healing, stasis and throw for support + biotic aggression to get extra accuracy and success with them.
- Support adept 2:
- 1)Biotic sphere
- 2)Enhanced biotic sphere
- 3)Biotic tac sense
- 4)Smoke and mirrors
- 5)Suppression
- 6)Barrier
- 7)Packmaster
- Maximal defense with biotic sphere + smoke grenades with packmaster, additional support with barrier and suppression. A very specialized support build.
- Support adept 3:
- 1)Biotic sphere
- 2)Lift
- 3)Biotic discharge
- 4)Enhanced lift
- 5)Suppression
- 6)Opportunist
- 7)Saviour
- A hybrid build specialized for exposing targets with lift spam (enhanced lift + biotic discharge) and halting an enemy advance with suppression and opportunist overwatch, just in case someone needs to be patched up there is saviour.
- Update log
- April 26th 2015: New version posted on a dedicated account, typo checking, added the table of contents
- April 29th 2015: Added allied factions
- June 1st 2015: XCOM 2 reveal update, slight change to council faction bonuses, added mission rewards, clarified the idea of hero units, added links to reddit posts
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