Perfectly Reasonable House Rules

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Author: Pencey

Last revision: 17 May, 2020 at 17:32 UTC

File size: 200.7 KB

On Steam Workshop

Description:

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 CombatRemote Medkit Use for Specialists