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[WOTC] Advent Psi Ops
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326.763 MB
Feb 21 @ 10:53pm
Sep 10 @ 1:46pm
16 Change Notes ( view )
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[WOTC] Advent Psi Ops

In 1 collection by MrShadowCX
CreativeXenos WOTC mod collection.
27 items
-- Advent Psi Ops --
-- Mod by Team CreativeXenos --
-- Blender, SDK and textures : Nekoworkshop --
-- Blender, SDK and textures : Super awsome totally not fat just big boned : ObelixDk --
-- Coding, art and conceptual idea : Shadow79 --
-- Reveal Animations : Robojumper --

This mod offers a new Advent unit called the Advent Psi Ops. There will be multiple classes when all is said and done.

The Advent Psi Ops is an Elite Psi Commando team put together to not only hunt XCom but to try and counter other units such as the Reapers, Templars and Skirmishers.

Wraith Commando: This unit was designed to be an Advent "Templar-like" unit. While not as strong as a true Templar unit, the Elders have granted limited Psi power to a small handful of these Advent.

WraithM1: Bladestorm, Rend, Shadowstep, WallPhasing, Melee Resistance (-2) and Immune to Fire.

WraithM2: Bladestorm, Rend, Shadowstep, WallPhasing, Deflect, Return Fire, Melee Resistance (-2) and Immune to Fire.

WraithM3: Bladestorm, Rend, Shadowstep, Wall Phasing, Deflect, Reflect, Wraith Invert, Return Fire, Melee Resistance (-2) and Immune to Fire.

The Wraith Commando has its own Templar Invert that the M3(late game unit) gets. And will use this to pull soldiers out of cover and switch positions with, to get closer to other soldiers for a rend attack. While pulling that soldier out into a more vulnerable position for other enemy units to flank.

Some Wraiths might try to shoot and or rush right for you on Reveal so be ready!!

At time of death, the Elders will take back their Psi gifts, leaving nothing but a dead Advent Trooper corpse for XCom to recover.

The Wraith M1 and M2 have a small % chance to drop Wraith Vests when killed. The Wraith Vest grants Lightning Reflexes, Wall Phasing, +1 HP and immunity to Panic.

The Wraith M3 has a small chance to drop Wraith Suits.

CHANGE TO WALL PHASING for both the Wraith Vest and base game Wraith Suits. The Wraith ability (Wall Phasing) no longer gives 2 charges for use. The ability is now on a cooldown. When used it is active for 2 turns and has a 4 turn cooldown.

Raptor Commando: This unit is the weaker of the Adv Psi Ops units but is also the Sniper of the unit. He will stand off and or use his jump pack to get to spots where he can try and hit you from the best vantage point.

Raptor CommandoM1: SquadSight, Longwatch, Sustain, Jump(jetpack), Demolition Shot, 12 tile detection radius (Raptors have keen eye sight) and immune to Fire

Raptor CommandoM2: SquadSight, Longwatch, Sustain, Jump(jetpack), Demolition Shot, Soul Harvest, 14 tile detection radius (Raptors have keen eye sight) and immune to Fire

Raptor CommandoM3: SquadSight, Longwatch, Sustain, Jump(jetpack), Demolition Shot, Soul Harvest, Banish, 16 tile detection radius (Raptors have keen eye sight) and immune to Fire

Phase Drone: The Phase dron is not strong on HP but it is quick, agile and has a much larger detection radius. Perfect for spotting hidden soldier and more so, your Reapers. The Phase Drone has a Beam weapon and a Micro Missile Launcher as well as can Mark Targets. And it gets its name from the ability to hunt for you while phasing through walls.

Phase DroneM1/M2/M3: Mark Target, Beam weapon, Micro Missile, Wall Phasing and detection of 15 tiles.

There is a small 25% chance that when destroyed, the Phase Drone might have a wreck that can be salvaged. If so and collected, you can rebuild it and use it for yourself. (CORPSE PICTURE IS A TEMP PIC FOR NOW)

Destroyer Commando: The Destroyer Commando is the power house of the unit. Has the most HP, can cast his own form of shield much like a Shieldbearer. Unlike the Shieldbearer's shield, the Destroyer's reashes out farther and generats 2/4/6 shields (based on tier 1-3) on all allies in the target area. The Destroyer also has kinetic plating that generats more shilding on himself if you shoot at and miss him. This is 1/2/3 (based on tier). He also has a Psi pull ability that allows him to pull you out of cover and slash you with his psi blades, much like a Skirmisher can.

DestroyerM1: Commando Energy Shield, Commando Kinetic Plating, Destroyer Pull and immune to Fire

DestroyerM2: Commando Energy ShieldMk2, Commando Kinetic PlatingMk2, Destroyer Pull and immune to Fire

DestroyerM3: Commando Energy ShieldMk3, Commando Kinetic PlatingMk3, Destroyer Pull and immune to Fire


Some contents of this mod are the intellectual property of EA and Bioware from the Mass Effect Universe. This is just a fan mod made out of pure love and passion. No copyright infringement intended!

Please dont forget to rate this mod!!
Popular Discussions View All (4)
Sep 20 @ 8:32pm
Jul 26 @ 7:39pm
Command to spawn them in?
May 16 @ 4:57am
Traditional Chinese translation
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The Rach 8 hours ago 
I agree with you shadow, these guys are supposed to be spec ops and are supposed to be unique. The chance that they will shoot or pop a shield on contact spices things up a bit and adds a sense of uniquenes to them instead of the traditional run and hide while you take pot shots at them.
MrShadowCX  [author] 11 hours ago 
Yes I nerfed them because some complained they were too OP. I guess that wasn't a enough. To anyone that does not like the mechanic of an enemy potentially getting to shoot at you before you can shoot at them, sorry it's not changing. This is part of the mod and will not be removed. Simple fix is please just don't use the mod.
MrShadowCX  [author] 11 hours ago 
just because a mod author doesnt change something you dont like, you down vote. Thats awesome ;)
themidnightfoundation 11 hours ago 
Well, guess I'll have to unsub & downthumb then. Oh well.

I can see now why this mod only has 4 stars despite all of its potential.
Hell hidra 11 hours ago 
By merging it you mean Priest like Sustain? That would be perfect 60% to go into sustain is nice. I liked that. I've never felt them overpowered because i don't think i did revealed them badly, also with so many mdos i have ( i think 90+) my soldiers are more dureable, and survive a potential banish from theese guys. If i find something unbalanced, i just edit the ini files and play for myself.
One i must say, i find the Raptor's Aim of 75 a bit low for a Reaper counter. 80 or 85 would be better.
Also the Destroyer should use some sort of Teleportation ability, because he is the "counter" of the skirmishers whoose are melee experts. What if they could teleport units back away, so they would lose some range bonuses to aim.
Just some ideas. Have a nice day.
MrShadowCX  [author] 12 hours ago 
Also as I've said, each Psi Op has 3 things it can do on reveal. They will not always just shoot at you and even then, it's not a guarantee they will hit when they shoot.
Hell hidra 12 hours ago 
What happened to their Sustain? You nerfed them?
ObelixDk  [author] 23 hours ago 
You guys REALLY don't like being punished for bad activations do you? :p
themidnightfoundation Sep 20 @ 11:21pm 
Shooting on contact means that wounds / deaths just happen at random rather than happening as a result of a mistake, which makes the game less tactically deep & less rewarding. You seem to begrudge the player having that whole turn to solve the puzzle in front of them before there's a chance of return fire... but that's the game. That's why the game works & is fun.

Again, there are so many things you could have enemies do on contact that would be threatening & challenging & scary without just shooting / wounding player units before they even have an opportunity to interact with the game. Crowd contrrol effects, defensive maneuvers, counter-attack moves, etc. I mean... these are supposedly psychic commandos. Is standing out in the open and shooting really the best you could come up with for elite guys?
themidnightfoundation Sep 20 @ 11:21pm 
ITT was a bad mechanic. It was just bad, and LW1 was worse because of it.

Also, ITT will not trigger in vanilla XCOM 2 if a pod finds you out in the open - it ONLY triggers if a pod finds you out in the open while you had concealment (to prevent the Beaglerush Maneuver). You can otherwise stand in the open all you like prior to contact.

I don't understand the point you're trying to make with regards to shooting upon activation representing 'counter-play' to the player having a turn to solve the board after activation? Like... that's how the game works. Contact happens, enemies scramble to cover, your job is to now solve the board without activating more pods. Mess it up, you are punished with soldier wounds / deaths.