Perfectly Reasonable House Rules
A collection of gameplay tweaks I’m adding to as I play. All can be configured or disabled with ini edits so you can pick and choose among them.
Agents
- Axiom’s Psych Up ability: Adds 5 rage per use while Adrenal Surge is active.
- Blueblood’s Deadeye ability: Can only target units.
- Cherub starts with the Shoot to Wound perk, which makes any finishing blows from his pistol render the target Unconscious. It also allows him to shoot as a first action without ending the turn.
- Cherub’s Kinetic Armor ability: Effect duration lowered from the end of the encounter to the beginning of Cherub’s next turn.
- Cherub’s Generator ability: Triggers on the start of every turn rather than the end of each encounter.
- Cherub’s Phalanx ability: Unlimited uses per mission.
- Claymore’s Shrapnel Bomb ability: Gets 2 charges on mission start. 75% chance of restocking a charge at the end of an encounter.
- Claymore’s Sticky Grenade ability: Gets 1 charge on mission start. 50% chance of restocking a charge at the end of an encounter. Cooldown decreased from 3 turns to 1 turn.
- Patchwork’s Chaining Jolt ability: No longer ends the turn if used first. Cooldown increased by 1 turn.
- Terminal gets Aid Protocol reapplied to her when her GREMLIN returns at the end of each encounter, instead of just on mission start.
- Terminal’s Pin Down ability: Cooldown decreased from 3 turns to 1 turn. Ammo cost increased from 1 to 3.
- Torque’s Hard Target ability: Dodge bonus decreased from 30% to 10%.
- Shelter starts with the Overclock ability, a free action that makes Relocate a free action for the rest of the turn. 3-turn cooldown.
- Verge’s Stupor and Battle Madness abilities: Base accuracy lowered from 100% to 80%. (Gaining +8% per level as Psi Offence increases per vanilla rules.)
Hostiles
- Radial Overwatch range increased from 3.5 to 5 tiles for Sacred Coil turrets and 2.5 to 4 tiles for Shrike Hitmen.
Equipment
- Grenades and utility items are no longer free actions.
- Assault rifles get +1 pierce.
- Mach Weave dodge bonus decreased from 50% to 20%.
Combat
- Firing during the breach phase consumes 1 ammo.
- The Team Up ability can only be used on units with an upcoming turn in the current round.
- Low Cover bonus increased from 20 to 30. High Cover bonus increased from 30 to 45.
- A squadmember’s chance of receiving a scar if they dropped below 50% HP during a mission increased from 10% to 40%.
Configuration
To enable or disable components of this mod, use a text editor to open the files at your local equivalent of steamapps > workshop > content > 882100 > 2076698865 > Config
Pairs well with:
Take the Loss: No Campaign Failure in Combat – Remote Medkit Use for Specialists