Void Specialist
LW2 Version of this Class is out now! Take a look!
This update adds the much needed weapons animations to Spectre. An additional ability ‘Remove Projection’ is also added to Spectre so you can use it to suicide Spectre in missions that require extraction.
Remove Projection does not actually remove the projection. It’s a visual bug that I can’t seem to get around solving but you will not be able to use the unit and the game will count it as ‘dead’.
I’ve always loved to see a Specialist Psi Operative, now I’ve managed to make one in XCOM. This Class is made as a ‘successor’ to my previous OP as hell Tinkerer Class (Thanks to BlackVision’s suggestion), but with a few additions as well to differentiate it from the rest.
While Balance is my focus for this class, I also want to keep the ‘cool’ factor of this class. So if you have any suggestions for balance, I’m all for it, as long as it doesn’t involve me changing the fundamental abilities themselves.
Void Specialist is a class that uses both Void Amp (Special weapon) and Gremlin as their weapon. Void Specialists are extremely weak in their offensive capabilities. Its ‘main’ attacks are Void Return and Discharge which are both extremely weak and you’re forced to alternate them because of cooldown periods. Void Return’s damage is pegged to Pistol damage and Discharge is pegged to Combat Protocol’s damage plus its Robotic damage bonus. More details below. But when it comes to support, their abilities are unrivaled. As part of balance, the nature of this class
will make it hard for you to promote your Void Specialist soldier.
Also due to the nature of the class, Void Specialists does not have overwatches nor does it use any ammo. So if you take a blue move, you’ll have to hunker, not bad really 😉
Void Specialist themselves have 14 (You can only have max 8), Spectre has 3, Zombies have 1, GTS have 4 abilities.
The 4 GTS Abilities consists of 2 Passives and 2 actives. Inclusive of the very cool ability to mass raise zombies and summon your own guardian ‘Spectre’ into battle.
Void Return – A weak bolt of Psi energy. Damage equivalent to Pistols. Chances of hitting your opponent is decided by your base aim with a small bonus. Cover is ignored. Very very small chance to disorient an organic target. 2 Turns Cooldown, Organic enemies only.
Discharge – Use your Gremlin to discharge electricity at your opponent. Damage equivalent to Combat Protocol. Chances of hitting your opponent is decided by your base aim with a small bonus. Cover is ignored. Very very small chance to shutdown mechanical enemies/Stun organic enemies, bonus damage to mechanical enemies. 2 Turns cooldown. Both organic and mechanical enemies can be targeted.
Intrusion Protocol – Ability to remotely hack. (Similar to Specialist’s base ability)
Void Fray – Throwback to EU’s MindFray, Void Fray deals a guaranteed fixed damage of 3 regardless of which Void Amp you’re using. Enemies affected by Void Fray will suffer a -25 Aim and Will as well as -15 Defense. Enemies with negative defense will raise your hit chance. Void Fray’s effect lasts for 3 turns. 4 turn cooldown.
Fire Protocol – Burns an opponent of your choosing. 3 charges, no cooldown.
Void Undulation – Causes Panic, Disorientation and Rupture (By 2 damage). The chances of Void Undulation hitting is calculated by Caster’s Psi Offense VS enemy’s Will. 5 Turns cooldown. (Tip: Did you know DOT’s effect is amplified by Rupture?)
Poison Protocol – Poisons an enemy of your choosing. 3 charges, no cooldown.
Void Enhancement – Increases the aim of an ally by 20 for 3 turns. 4 turns cooldown.
Enigma Protocol – Increases the defense of an ally by 20 for 3 turns. 4 turns cooldown.
Anima Drain – Similar to Soulfire and Soulsteal, except the chances to hit is decided by your Psi Offense stat vs enemy’s Will stat. 4 turn cooldown.
Medical Mist – Recovers 2 HP per turn. Passive.
Anima Influence – Guaranteed Mind control on EVERY single organic unit within the target radius. Effect lasts for 3 Turns. 1 Time use only.
Origin Protocol – Deal a combination of Burn, Poison and Acid burn on an enemy of your choosing. 3 charges. 6 cooldown.
Void Abyss – Basically Void Rift without the effects of insanity. Instead, it is replaced by a custom status effect called ‘Abyss’. All enemies suffering from Abyss will receive a severe Aim and Will penalty of -30. They will also panic. Effects of Abyss will last for 2 turns. 6 turn cooldown.
Jamming Protocol – Basically Capacitor Discharge with bonus damage towards mechanical units but without the effects of disorientation. Instead, any enemies caught by Jamming Protocol will have their weapons disabled. Deals more damage than Void Abyss. 3 Charges only, 3 turn cooldown.
Void Master – Adds an additional 20 Psi Offense
Specialist Master – Adds an additional 20 Hacking
Spectre Guardian – Summons a Spectre Guardian that can help you out on missions.
Fake Void – Void Return, but deals a fixed damage of 4 (Aim is calculated by their base aim). Unlike Void Return, Fake Void has no cooldown. Fake Void also cannot deal disorientation unlike Void Return.
Fake Fray – Basically Void Fray, but weakened version that gives -15 aim, will penalty and -5 defense. Unlike Void Fray, Fake Fray does no damage at all and has a higher cooldown period of 5.
Fake Enhancement – Basically Void Enhancement, but only gives an ally of yours +10 aim. It stacks with Void Enhancement. 4 Turn cooldown.
Spectre has 12 HP, can take cover and have a base aim of 70.
Void Anima – Reanimates all dead humanoid targets caught within radius. 6 turn cooldown, all zombies reanimated with Void Anima will gain an additional ability – Acid Liquidation.
Acid Liquidation – Sacrifice the zombie, but leaves a pool of acid in a 4 tile radius.
Magnus Void Amp can be obtained by completing Gatekeeper’s autopsy..
