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* OutOfFocus: They are not as fleshed out as the other two Resistance Factions, being left out of the scripted introductory mission. What little is known comes from idle dialogue and the in-game archive files.

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* OutOfFocus: They are not as fleshed out as the other two Resistance Factions, being left out of the scripted introductory mission. What little is known comes from idle dialogue and the in-game archive files. This is probably also done intentionally to add to their mystique and make their alluding to a SequelHook in the ending much more poignant.

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* MoreDakka: They can shoot twice a turn. This can get ''very'' painful, given their accuracy, height advantage and infinite ammunition.



* MoreDakka: They can shoot twice a turn. This can get ''very'' painful, given their accuracy, height advantage and infinite ammunition.

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* MoreDakka: They can shoot twice a turn. This can get ''very'' painful, given their accuracy, height advantage SigilSpam: Look at the shrouds and infinite ammunition.heatsink around the barrel. It's the ADVENT logo.

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The general leaders of the ADVENT field units, Officers mark targets and join in the shooting. Identifiable by unique helmet models, Officers often join ADVENT reinforcement pods after missions start, and have brutal ranged options, including making one of your troopers a higher target priority or throwing cover-shredding grenades. However, there are almost never more than one of these per mission.



* AuthorityEqualsAsskicking: ADVENT officers have more health, do more damage, and are more accurate than line soldiers, and have a variety of support abilities as well.

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* AuthorityEqualsAsskicking: ADVENT officers have more health, do more damage, and are more accurate than line soldiers, and have a variety of support abilities as well. Bradford and Tygan specifically note that their helmets are more complex because of the extra equipment built into it, and speculate they may be the focus of alien remote mind control when the aliens oversee ADVENT forces directly.



* LawOfChromaticSuperiority: Whereas their subordinates wear exclusively black, white or orange[[note]] the latter only with ''War of the Chosen'' installed[[/note]], Officers are easily recognizable by their bright red armor. They also have an exceedingly rare Commander version that only appears during "Neutralize Field Commander" missions; those guys are [[GoldColoredSuperiority clad in green and gold]] instead. They are referred to by Central as ADVENT Generals, and they have all the abilities of the other Officer variants, as well as a guaranteed spawn of at least Advanced Troopers.

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* LawOfChromaticSuperiority: Whereas their subordinates wear exclusively black, white or orange[[note]] the latter only with ''War of the Chosen'' installed[[/note]], Officers are easily recognizable by their bright red armor. They also have an exceedingly rare Commander version that only appears during "Neutralize Field Commander" missions; those guys are [[GoldColoredSuperiority clad in green and gold]] instead. They are referred to by Central as ADVENT Generals, and they have all the abilities of the other Officer variants, as well as a guaranteed spawn of at least Advanced Troopers. Their death or capture is invariably the priority mission objective.


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Another type of ADVENT specialist, the Shieldbearer uses a projected energy barrier to add ablative armor points to their allies. Unlike the armor XCOM can wear, the Shieldbearers' armor projections neutralize incoming damage ''entirely'', but also disappear if the Shieldbearer should die. Their weapons aren't great and they can choose poorly which person to shield, making them somewhat akin to the Sectoid of the original ''XCOM: Enemy Unknown''.
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* HollywoodAcid: The internal coolant of the Battlesuit is corrosive to organics. Andromedons can opt to shoot this coolant as a projectile, complete with literal SplashDamage.

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* HollywoodAcid: The internal coolant of the Battlesuit is corrosive to organics. Andromedons can opt to shoot this coolant as a projectile, complete with literal SplashDamage. When it becomes AnimatedArmor, it leaves a trail of the stuff everywhere it goes.
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This sub-bullet is a run-on mess and I don't understand what is implied by it. Commented out until it can be made legible and comprehensible.


** This Applies In-universe as well, in the original game, only few people could become Psi operatives but they were powerful enough that all the fancy abilities you learned they could do on their own, however with being a resistence unit, means the tech that allowed natural psi operatives is no longer available, they had to find a quick way to mass produce them, and that meant they needed a special device to use psi abilities, meaning mass produced psi operatives are much less canonically powerful than the previous cames psi-ops.

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** %%** This Applies In-universe as well, in the original game, only few people could become Psi operatives but they were powerful enough that all the fancy abilities you learned they could do on their own, however with being a resistence unit, means the tech that allowed natural psi operatives is no longer available, they had to find a quick way to mass produce them, and that meant they needed a special device to use psi abilities, meaning mass produced psi operatives are much less canonically powerful than the previous cames psi-ops.

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* GameplayAndStorySegregation: Kelly is already an accomplished soldier prior to rescuing to the commander but was demoted back to a squaddie after Operation Gatecrasher.
* BagOfSpilling: Prior to Operation Gatecrasher, Kelly led her own group of resistance called the Children of the Earth to fight Advent.



* LivingLegend: She was considered one of XCOM greatest heroes to the point even the Chosen are vary of her.




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* WorthyOpponent: The Chosen have unique comments when capturing Kelly, showing how renowned she is to the aliens.
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** This Applies In-universe as well, in the original game, only few people could become Psi operatives but they were powerful enough that all the fancy abilities you learned they could do on their own, however with being a resistence unit, means the tech that allowed natural psi operatives is no longer available, they had to find a quick way to mass produce them, and that meant they needed a special device to use psi abilities, meaning mass produced psi operatives are much less canonically powerful than the previous cames psi-ops.
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** The Informant is usually quite talkative in his mission debriefings, and the better you did, the more praise he heaps on you. However, if you fail a mission, he greets you with nothing but disappointed silence that can hurt more than the defeat itself.

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** The Informant is usually quite talkative in his mission debriefings, and the better you did, the more praise he heaps on you. However, if you fail a mission, he greets you with nothing but [[DisappointedInYou disappointed silence silence]] that can hurt more than the defeat itself.
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* PowersDoTheFighting: A Psi Operative hardly ever needs to use their rifle when they have multitude attack and support options. As a result, their Aim stat is on par with a Grenadier's.
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* NobleDemon: Sort of. She employs brutal tactics against anyone who resists (cracking down on the resistance and kidnapping your soldiers), but she harbors neither ill-will nor condescension, unlike the Hunter or Warlock. She in fact respects your fighting spirit, and if you actually manage to defeat her permanently, she will congratulate XCOM and hope that they can reclaim the planet.
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* DynamicEntry: They can deliver an attack right after a Run, be it with their blade or their Shotgun after activacting ''Run and Gun''.
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* JackOfAllStats: Their combat ability leaves them smack dab in the middle of extremes. Longer ranged than the Assault but not as long as the Sharpshooter, better Aim than the Grenadier but not as accurate as the Sharpshooter, etc. While this makes them less effective in direct combat, their flexibility as SupportPartyMember does make them suitable to fill in any empty squad slot, especially with the war fatigue mechanic.
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* SavedByCanon: Like Bradford, she cannot die during the ''Tactical Legacy Pack'' missions where she's playable. Any damage that would normally kill her will simply knock her unconscious.
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* NoExperiencePointsForTheMedic: Averted in a way. The Specialist requires the ''least'' amount of kills to get a promotion, and can still get experience from teammates and support contributions.

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* NoExperiencePointsForTheMedic: NoExperiencePointsForMedic: Averted in a way. The Specialist requires the ''least'' amount of kills to get a promotion, and can still get experience from teammates and support contributions.
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Stun Lancers are specialised troopers, originally deployed during the early stages of ADVENT's occupation to quell civil unrest with their non-lethal stun batons. Tygan and Central note that Stun Lancers are an odd case in the ADVENT program's history, where the early units were actually better than the ones fielded later, as if the aliens had lowered the level of genetic invasiveness for some reason. [[spoiler: Probably because the aliens were saving the best genetic materials for their own use.]]

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Stun Lancers are specialised troopers, originally deployed during the early stages of ADVENT's occupation to quell civil unrest with their non-lethal stun batons. Tygan and Central note that Stun Lancers are an odd case in the ADVENT program's history, where the early units were actually better than the ones fielded later, as if the aliens had lowered the level of genetic invasiveness for some reason. [[spoiler: Probably because the aliens were saving the best genetic materials for their own use.]]
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*TakenForGranite: Downplayed, but during autopsy, their faceplate turns stonelike. Possibly due to psionic power meltdown as they die.
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* HeroMustSurvive: Played straight in the ''Alien Hunters'' DLC. Subverted in the ''Tactical Legacy Pack'' missions (see SavedByCanon below).
* HeroUnit: [[DownplayedTrope Downplayed]] in the ''Alien Hunter'' and ''Tactical Legacy Pack'' DLC. In the former, he's a Colonel-ranked soldier long before you're likely to have one normally, he carries an assault rifle with more mods than can normally be added to a weapon, and his death is an instant game over but he's otherwise no different from any other Colonel-rank Ranger. In the latter, he can gain access to the [[InfinityPlusOneSword Chosen Assassin's weapons]] and his inability to die (instead being knocked unconscious at zero HP) has a few handy side effects: He can be revived from otherwise fatal damage, he's not harmed by explosives going off near his body, he can't be turned into a psi-zombie, and he'll always be usable on subsequent missions; unlike the rest of the squad, for whom PermaDeath is still in play.


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* SavedByCanon: Bradford can't die during the ''Tactical Legacy Pack'' missions; instead, he's rendered unconscious when his HP hits zero. [[MadeOfIron Even if he just fell two stories after being vaporized by a sectopod's]] [[WaveMotionGun Wrath Cannon]].


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* HeroMustSurvive: The mission fails if she's killed during the ''Shen's Last Gift'' DLC.


* SnakesAreSexy: They might be serpentine PettingZooPeople, but many fans became appreciative of their looks.

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* SnakesAreSexy: They might be serpentine PettingZooPeople, {{Beast M|an}}en, but many fans became appreciative of their looks.
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[[caption-width-right:350:[[WesternAnimation/StevenUniverse A snake person (or "snerson" controlling the government at the highest levels]].]]

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[[caption-width-right:350:[[WesternAnimation/StevenUniverse A snake person (or "snerson" controlling [[caption-width-right:350:"A small number of dissidents again repeat the government at mistakes of the highest levels]].]]
old world. Striking as we celebrate a benevolent savior."]]
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[[caption-width-right:350:[[WesternAnimation/StevenUniverse A snake person (or "snerson" controlling the government at the highest levels]].]]

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* BadassBoast: They have some of the best lines in the whole game, usually after getting a kill.
--> '''Outrider''': Tell your gods I'm coming!



* ColdSniper: Reapers have a distinctly colder personality compared to the more generic Sharpshooter units.

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* ColdSniper: Reapers have a distinctly colder personality compared to the more generic Sharpshooter units.units, at least when they're acting in Shadow. Should they get revealed, they talk in normal tones.



* GunNut: According to their comments when told to reload, they load their cartridges themselves, which requires both intimate knowledge of the Vektor rifle and considerable dedication to it.



* MoreDakka: Unexpectedly for a stealth class with a not-exactly-rapid-fire weapon, they can pull this off. When a Reaper uses Banish, they fire everything they have into a target until either it's dead or their rifle goes click, invariably revealing them. With a superior expanded magazine, they can fire a full seven shots into a target, which at high weapon tiers is enough to kill anything short of a boss. With the Annihilate Colonel-rank skill, they'll even continue firing at nearby targets after the first is dead, and that goes until the Reaper's out of ammo or there are no living hostile within their sight range. With a Repeater of any quality, the Reaper can rack up an absurd amount of kills.
* ReducedToRatburgers: With the Elders presumably slaughtering all domestic Earth animals, they probably found chrysalids a lot more plentiful a food source than cows.
* RockBeatsLaser: They're explicitly mentioned as rejecting all the advances that came from ADVENT, using old-school sniper rifles. Considering those advances came at the cost of a planetary occupation, morally it makes sense. That said, your Reapers will happily use magnetic or beam versions of their rifles if you give it to them.

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* MoreDakka: Unexpectedly for a stealth class with a not-exactly-rapid-fire weapon, they can pull this off. When a Reaper uses Banish, off with the Banish skill: they fire everything they have into a target until either it's dead or their rifle goes click, invariably revealing them. With a superior expanded magazine, they can fire a full seven shots into a target, which at high weapon tiers is enough to kill anything short of a boss. With the Annihilate Colonel-rank skill, they'll even continue firing at nearby targets after the first is dead, and that goes until the Reaper's out of ammo or there are no living hostile hostiles within their sight range. With a Repeater of any quality, the Reaper can rack up an absurd amount of kills.
* ReducedToRatburgers: With the Elders presumably slaughtering all domestic Earth animals, they probably found chrysalids Chryssalids a lot more plentiful a food source than cows.
cows. Volk explicitly refers to their enemies as food.
* RockBeatsLaser: They're explicitly mentioned as rejecting all the advances that came from ADVENT, using old-school old school ballistic sniper rifles. Considering those advances came at the cost of a planetary occupation, morally it makes sense. That said, your Reapers will happily use magnetic or beam versions of their rifles if you give it to them.them, likely because they were developed by XCOM and not ADVENT.



* StealthExpert: Reapers rely almost entirely on their Shadow concealment to be effective in combat. They gain a large boost to movement range while hidden, can only be detected by enemies directly adjacent to them if they haven't taken a shot with a chance of detection, and they have a chance to stay undetected even after taking two standard shots[[note]]the first shot has a 50% reveal chance, the second is 80%, and on the third the Reaper will be revealed no matter what[[/note]]. Rank-related skills amplify that: at Lieutenant, Silent Killer makes a killshot not increase the detection chance (if it's the first shot, it's a guaranteed non-reveal); at the same rank, Distraction makes it so that an exploding Claymore puts the revealed Reaper back into Shadow; At Captain, they can take a single standard shot with no reveal chance with Sting. Their Guerrilla Tactics School bonus ability makes them invisible to sensor towers as well.

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* StealthExpert: Almost to CripplingOverspecialization. Reapers rely almost entirely on their Shadow concealment to be effective in combat. They combat: they gain a large boost to movement range while hidden, can only be detected by enemies directly adjacent to them if they haven't taken a shot with a chance of detection, and they have a chance to stay undetected even after taking two standard shots[[note]]the first shot has a 50% reveal chance, the second is 80%, and on the third the Reaper will be revealed no matter what[[/note]]. Rank-related skills amplify that: at Lieutenant, Silent Killer makes a killshot killing shot not increase the detection chance (if it's the first shot, it's a guaranteed non-reveal); at the same rank, Distraction makes it so that an exploding Claymore puts the revealed Reaper back into Shadow; At at Captain, they can take a single standard shot with no reveal chance with Sting. Their Guerrilla Tactics School bonus ability makes them invisible to sensor towers as well.



** They carry a Claymore (a bomb without a fuse) that they can throw and shoot in the same turn without revealing themselves. At later ranks, the Claymore [[WhyAmITicking can attach to an enemy]] and will explode when it takes damage.
** Remote Start, a Squaddie skill, allows them to blow up explosive objects like fuel barrels, munitions or [[EveryCarIsAPinto cars]], with twice their normal power and radius from far away without revealing themselves, giving them some nice (albeit situational) crowd control capabilities.

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** They carry a Claymore (a bomb without a fuse) that they can throw and shoot in the same turn without revealing themselves. At later ranks, Homing Mine means the Claymore [[WhyAmITicking can attach to an enemy]] and will explode when it said enemy takes damage.
** Remote Start, a Squaddie skill, allows them to shoot and blow up explosive objects like fuel barrels, munitions or [[EveryCarIsAPinto cars]], with twice their normal power and radius from far away radius, without revealing themselves, giving them some nice (albeit situational) albeit situational crowd control capabilities.



* TooAwesomeToUse: Reapers are among the best marksmen in the game, but every shot of their fairly weak sniper rifles runs the risk of breaking the Reaper out of Shadow concealment, the state in which they're most useful. Less pronounced once the Reaper learns skills to attack without leaving Shadow, but until you get there, every enemy encounter is a SadisticChoice between dealing some damage or staying in Shadow for eventual scouting duties later on in the mission.

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* TooAwesomeToUse: Reapers are among the best marksmen in the game, but every shot of their fairly weak sniper rifles runs the risk of breaking the Reaper out of Shadow concealment, the state in which they're most useful. Less pronounced once the Reaper learns skills to attack without leaving Shadow, Shadow like Silent Killer, Sting and Remote Start, but until you get there, every enemy encounter is a SadisticChoice between dealing some damage or staying in Shadow for eventual scouting duties later on in the mission.



* BadassBoast: She has some of the best lines in the whole game, usually after she kills an enemy.
--> '''Outrider''': Tell your gods I'm coming for them.



* GunNut: According to her comments when she's told to reload, she hand-loads her cartridges herself, which requires both intimate knowledge of her rifle and considerable dedication to it.
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* StillWearingTheOldColors: Their outfits, which come with the DLC as a customization option for kevlar armor, are tattered versions of the default kevlar armor in ''VideoGame/XCOMEnemyUnknown''.

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* StillWearingTheOldColors: Their outfits, which come with the DLC as a customization option for kevlar armor, are tattered versions of the default kevlar armor Body Armor in ''VideoGame/XCOMEnemyUnknown''.
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* UnblockableAttack: The tongue grab deals no damage, so it can bypass a Templar's [[DefenseCommand Parry]].

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* UnblockableAttack: The tongue grab deals no damage, so it can bypass a Templar's [[DefenseCommand [[DefendCommand Parry]].
Tabs MOD

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* TheGunslinger: Exactly the name of one of their skill trees. It's the only skill tree that can attack a single target ''five'' times in one turn (Lightning Hands, QuickDraw, and Fan Fire), and it also fits into all four categories: the Trick Shot for [[CaptainObvious obvious reasons]], The Vaporizer due to [[MoreDakka Fan Fire]], The Woo due to the incredible marksmanship with pistols, and the QuickDraw after the eponymous skill.

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* TheGunslinger: Exactly the name of one of their skill trees. It's the only skill tree that can attack a single target ''five'' times in one turn (Lightning Hands, QuickDraw, and Fan Fire), and it also fits into all four categories: the Trick Shot for [[CaptainObvious obvious reasons]], reasons, The Vaporizer due to [[MoreDakka Fan Fire]], The Woo due to the incredible marksmanship with pistols, and the QuickDraw after the eponymous skill.
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* ThereWasADoor: They tend to crash through obstacles they can't simply step over. As with Andromedons and Gatekeepers, they're not averse to [[NiceJobFixingItVillain wrecking buildings they're meant to protect by walking through them and sending their own units plummeting down by breaking the floor under them]]. They can even cause missions to fail for XCOM because they destroyed something they had to protect. By accident.

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* ThereWasADoor: They tend to crash through obstacles they can't simply step over. As with Andromedons and Gatekeepers, they're not averse to [[NiceJobFixingItVillain wrecking buildings they're meant to protect by walking through them and sending their own units plummeting down by breaking the floor under them]]. They can even cause missions to fail for XCOM because they destroyed something they had to protect. By protect (such as a workstation or secure container) by accident.
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* ThereWasADoor: They tend to crash through obstacles they can't simply step over. As with Andromedons and Gatekeepers, they're not averse to [[NiceJobFixingItVillain wrecking buildings they're meant to protect by walking through them and sending their own units plummeting down by breaking the floor under them]].

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* ThereWasADoor: They tend to crash through obstacles they can't simply step over. As with Andromedons and Gatekeepers, they're not averse to [[NiceJobFixingItVillain wrecking buildings they're meant to protect by walking through them and sending their own units plummeting down by breaking the floor under them]]. They can even cause missions to fail for XCOM because they destroyed something they had to protect. By accident.
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* ObviouslyEvil: Honestly, he only lacks a mustache to twirl.
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Be Like Water is not a trope.


* BeLikeWater: Her "Bending Reed" ability kicks in whenever she performs a melee attack, letting her run away and hide again.

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* BeLikeWater: Her "Bending Reed" ability kicks in whenever she performs a melee attack, letting her run away and hide again.



* InvisibilityCloak: She can vanish at will, making just finding her part of the challenge. Mechanically her cloak works the same way as your own XCOM's "Concealment" ability, so flanking her usually reveals her.



* RazorWind: Though usually limited to melee attacks, she can use her blade to throw disorienting wave at your troops.



* FightsLikeANormal: While ostensibly gifted with the same telepathy and teleportation the other Chosen have, he prefers to do all his fighting with advanced, but relatively mundane weapons like his pistol and rifle. His special attacks are usually just him loading a tranq dart into his gun or throwing a disorientating grenade.



* ColdSniper: Reapers have a distinctly colder personality compared to the more generic Sharpshhoter units.

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* CherryTapping: Their Vektor rifles don't do too much damage compared to an XCOM sniper rifle, but their Blood Trail ability increases the damage they do to units that have already taken damage that turn, so the most economical use of Reapers is to finish off weakened enemies. If they also have the ability to stay in Shadow when they perform killing blows, they can theoretically keep finishing weakened enemies for an entire mission.
* ColdSniper: Reapers have a distinctly colder personality compared to the more generic Sharpshhoter Sharpshooter units.



* FogOfWar: Defied

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* FogOfWar: DefiedDefied. One ability lets them mark enemies permanently so that they stay visible even if they move out of vision range.

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