XCOM: Chimera Squad

XCOM: Chimera Squad

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Sleeper Agent
   
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Tags: Agent, Sleeper
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Oct 13, 2020 @ 11:34pm
Nov 15, 2020 @ 8:31pm
25 Change Notes ( view )

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Sleeper Agent

Description
New squad ability: Sleeper Agent.

Turns a humanoid (if it can be bound by a snake, it's humanoid), non robot non civilian unit to your side. The target must not be impaired in any way (stunned, panicked, burning, disoriented, rooted) or berserk. It can be damaged however.

You do not have to see the unit, you can use comms to activate it across rooms and walls. It's really awesome.

It requires 2 Action Point and ends your turn.

The effect is permanent and will persist even on evac (V1.1)

-= SUCCESS CHANCE =-

The chance to succeed is a contest of will between the Reclamations unit and the target (BASE + Source Will - Target Will). Use a unit that has a high Will score, like one of your Psis.

Units immune to Psi or Mental cannot be subverted.

-= SHARED CHARGE =-

If you use Sleeper Agent, you cannot use Team Up and vice versa. Both abilities now share their activation.

-= DURATION =-

The effect is permanent (duration wise), but if the initiating controller dies the unit is freed. The unit is also freed if an ally has Solace (which can only happen if you use my other mods) and they enter the radius. And of course, the unit who initiated the control leaving the battlefield is also a big no-no.

Once you initiate the control, the target unit does not change positions in the timeline. Be careful not to control a unit that is near another hostile that has it's turn next, because your ally will probably get shot.

-= VISUAL EFFECTS =-
XC:CS doesn't allow new effects to play properly, so the ability is bare-bones graphics wise. No special lights or anything, but it works.

-= CONFIG =-
You can edit the chance the effect succeeds in this mod's INI file, the default is 75% base then modified by both unit's will values. You can also change how much it costs to use.

C:\Program Files (x86)\Steam\steamapps\workshop\content\882100\2257271250\Config\XComSleeperConfig.ini

-= OVERPOWERED =-
Probably. I suggest playing at a high difficulty if you use this.
16 Comments
ADVENT Avenger  [author] Jul 12, 2022 @ 5:24pm 
Yes if you prefer to have the unit shot, go right ahead ;)
Eshtian Jul 12, 2022 @ 3:30pm 
"Be careful not to control a unit that is near another hostile that has it's turn next, because your ally will probably get shot."

You mean a distraction?
ADVENT Avenger  [author] Jan 4, 2021 @ 7:29pm 
That would not be the same kind of mod, but it's doable. It's more RealityMachina style, look at his mods for civilians mods with guns. I use it.
Tommy Gray x Land Raider Jan 4, 2021 @ 7:19pm 
I wonder if you can make it so that the sleeper could be extracted, so the mission could end sooner, instead of using it as a rearguard; mission ends when it is KIA.
到二仙桥走成华大道 Dec 17, 2020 @ 5:35pm 
GOOD
JumpyJohnny Dec 4, 2020 @ 5:30pm 
you deserve it
ADVENT Avenger  [author] Dec 4, 2020 @ 4:52pm 
Thanks chief
JumpyJohnny Dec 4, 2020 @ 4:26pm 
also here you go take an award
JumpyJohnny Dec 4, 2020 @ 4:26pm 
oh my god man thank you this sounds amazing I already know this is gonna be amazing
lechkingofdead Nov 24, 2020 @ 1:31pm 
but i do see what fight man is going on about sence the game has no mp. and i tihnk xcom 2s mp is just dead