Terrain: XCOM Headquarters - An underground command center, attached to a Mech Bay and Forward Access Tunnel, as seen during the Alien base defense mission in XCOM, although the base is in pristine shape, instead of damaged.
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Into the meatgrinder (On Purchase) - You can pick the gender of your XCOM Squaddie. You may also pick a name + nickname, conditional on admin approval.
Specialization (Customization): The XCOM soldier can be a squaddie of the following classes + secondary item(s):
Heavy - 2 Alien Grenades and a Blaster Launcher Assault - Chitin plating and 1 Alien Grenade Support - Medikit(s) and Flashbang Sniper - SCOPE and 1 Ghost Grenade
MEC trooper - Particle Cannon + Paladin
That's XCOM baby! (Start of battle) - Once every four weeks, XCOM soldier can impart the characteristic XCOM panic mechanic onto one preselected member of the opposing team. Once every ten seconds, every time they are damaged, they will cower for five seconds. If damaged while cowering, they will attack wildly for the five seconds after the cower. In addition, if a teammate dies, regardless of their current mental state, they will be flung into a blind panic for the next five seconds, flailing blindly while running away rather than cowering or attacking wildly.
Class promotion (Results) -If the XCOM soldier was rostered for a fight, they automatically receive 5 EXP toward their character upgrades. This is in addition to the usual EXP allocation. You must explicitly allocate this EXP in order for it to count; it will not be randomly distributed if not allocated. The unallocated EXP simply disappears.
(Character Upgrade, must be taken in order; 5 EXP)
Corporal (Earlygame equipment) 2/week Sergeant (Earlygame equipment) 2/week Lieutenant (Midgame equipment) 3/week Captain (Midgame Equipment) 3/week Major (Endgame equipment) 4/week Colonel (Endgame equipment) 4/week The Volunteer (Endgame equipment, gains psionics) 5/week
When midgame equipment is reached, replace the Heavy and Assault customizations: Heavy - 2 Needle Grenades, gains a Rocket Launcher Assault - Respirator and 1 Needle Grenade
When endgame equipment is reached, replace the Heavy, Assault, and Sniper customizations: Heavy - 2 Alien Grenades and a Blaster Launcher Assault - Chitin plating and 1 Alien Grenade Sniper - SCOPE and 1 Ghost Grenade
Psionics includes all endgame psionic abilities that are not mind control.
(Character Upgrade; 20 EXP)
So long as the XCOM soldier is not the Volunteer, they gain MEC trooper as a customization and +1 to their upkeep. They cannot become the Volunteer.
The Mec Trooper's equipment progression goes: Minigun + Warden suit (Early game) Railgun + Sentinel (Mid game) Particle Cannon + Paladin (Late game)
(Character Upgrade; 10 EXP)
Gain one of the below gene mods. This upgrade can be taken twice, and only after XCOM Squaddie has gained midgame equipment in their customization.
Mimetic Skin Hyper Reactive Pupils Secondary Heart Adrenal Neurosympathy Bioelectric skin Muscle Fiber Density
(New Ability; 20 EXP, can only be taken as Volunteer)
Mind Control (Start of Battle)- Once every three weeks, the Volunteer can possess an opposing merc of 3 or lower upkeep, either for 15 seconds or until the Volunteer dies, whichever comes earlier.
(New Ability; 20 EXP, can only be taken as MEC Trooper)
Collateral Damage (Start of Battle) - Once every four weeks, the XCOM MEC Trooper can opt to start near the enemy team and bombard three random post-rosters enemy mercs with the weapon the MEC is carrying. This is guaranteed to hit, barring ability usage.
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