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Raider Faction: Cult of Jariah
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2.974 MB
Apr 23, 2018 @ 6:54am
Jan 1 @ 10:00am
9 Change Notes ( view )
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Raider Faction: Cult of Jariah

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
84 items
"Jariah was a good woman once. Someone I could even call my sister. When I thought her lost to the aliens, I mourned her. When she came back, started spreading her heresies....well, I won't particularly mind XCOM eradicating as many of her followers as they can along the way." - Geist

The Cult of Jariah is a psionically dominated cult, and one that may prove a surprise threat to everybody (Lost, XCOM, Resistance, Aliens, etc) on missions.

They are made up of large squads that start at four and work their way up to six, that appear when the Cultist Incursion SITREP appears on a mission.

They consist of:

Fanatics - half-naked, armed with just a pistol and a firebomb, these fanatics will make up half of a given squad. They're fragile and can explode when killed, but their firebombs pack a hell of a punch. They later learn Lightning Reflexes and Quickdraw.

Necromancers - armed with a shotgun, these Necromancers can be a major force multiplier. They come with Aura of the Dead, which gives them a 50% chance of raising any freshly created corpse in their area. They later learn Sustain and Undying Will, which lets them convert any civilian in sight into a psi zombie upon their death. Unlike Aura of the Dead zombies, these zombies aren't tied to the Necromancer's lifeforce.

Due to their special ability, Necromancers will consider firing on civilians in normal missions, to try maximizing their army of the dead.

Fallen Templars - Templars seduced by the Jariah Heresy. These Templars start with the basic kit + Overcharged and Parry. They learn Deflect, Reflect, and Learn From Pain, which lets them get focus every time they're damaged.

The game froze when it went to the Cultists turn!
You didn't have the highlander installed. Please install it.

The MacOS/Linux highlander isn't updated to work with this mod yet.
Sorry, can't do anything about it on my end, there's still issues with trying to cook the updated highlander for those systems (it just causes crashes at the moment) .

The mission ended when there were still some of these enemies left?
Unfortunately the nature of how XCOM's backend works means I would need to replace every single mission kismet in order to make them properly count as enemies for the game to track when it comes to mission completion. For now you can assume enemies just retreat once XCOM has eliminated all threats and is able to start focusing on them.
Popular Discussions View All (2)
May 10, 2018 @ 7:27am
Oct 29, 2018 @ 3:41pm
Half-Life Regular Army
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Pet_Iguana Apr 17 @ 12:07am 
yes pistol cultists carry invisible weapons (i think sniper rifle)
Dragon32 Apr 14 @ 6:55am 
Yeah, between 1 and 5 crystals each.
Mana Apr 14 @ 6:50am 
Are these guys supposed to drop Elerium Crystals when killed?
RambelZambel Jan 16 @ 5:12am 
u can buff them in the inis, invisble weapon happens sometime with a modconflict
tomomi1922 Jan 11 @ 6:22pm 
Also, cultists appear to carry invisible weapons.
tomomi1922 Jan 2 @ 3:51am 
I either think these NPCs do not scale with the levels or they don't respond to Beta Strike. Either way, they are seriously underpowered when compared to Advent. Advent units have 22-50 HP (Beta Strike doubles the HP of everyone), but the cultists only have 10-12 HP.
Drifty Flintlock Jan 1 @ 9:07am 
Hi. Two bug reports related to this mod, both related to unactivated VIP characters and escorts. First, cult members are capable of activating VIPs. I don't think they do this "on purpose", but if they happen to end up in the activation circle, it will happen, which will probably lead to the VIP dying.

Second, something odd is happening on the death of the Master Necromancer. Unactivated VIPs halfway across the map are becoming zombies, and the mission fails instantly. I believe unactived VIPs are incorrectly treated as "dead" by this ability. It does not seem to affect activated VIPs.
Assassin (Bully Hunter) Dec 29, 2018 @ 9:33pm 
Does this work with [WOTC] Increase Pod Size By Force Level?
Rtma Eros Paragon Dec 29, 2018 @ 8:19am 
I'm actually experiencing an issue with using this and Phantoms faction, when they take their turns, they're both named 'Phantom Activity' they seem to be on the same team, I assume they're not supposed to be, in the same mission.
neIVIesis Sep 19, 2018 @ 12:11pm 
This mod, as the other factions mods, ads a nice new layer of fun and surprise tot he tactical game. One recommendation for this mod is to give them unique gear that differs from the standard Templars. I think there's a templar mod that introduces new helmets and props that can be ported and custom colored to improve this mod, the same way you did with the custom weapon mods for Bandits: