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====XCOM 2: War of the Chosen==== This brand new expansion gives us three new allies to aid us. It's actually more than large enough to be a game into itself. *Reapers: Stealthy hunters who wear [[Shadowrun|trench coats and gas masks, despise the aliens so much they reject the use of any of their technologies,]] eat Muton flesh like they are on a southern BBQ and are armed with nothing but a rifle and explosives. It's enough. Reapers are ''the'' defacto masters of infiltration and assassination and right out of the gate have a dramatically buffed state of concealment called "Shadow". When in their "Shadow" mode, Reapers are virtually undetectable and can only be revealed by the enemy if they literally run into them by sheer dumb luck. Yes, you can have your Reaper sit ass out completely out in the open in the middle of the street and the aliens will be none-the-wiser. Reapers can and will begin to reveal themselves on the offensive, however, as they have an exponentially increasing chance to reveal themselves after every shot they take. Upgraded reapers can mitigate this slightly by taking a perk that prevents the odds of being revealed from increasing if they kill the target they shot at. [[Dakka|They also have an ability that lets them shoot at an enemy until they run out of ammo.]] Long story short, these guys are only slightly less powerful than the Reapers from Mass Effect. *Skirmishers: ADVENT defectors who are armed with a grappling hook that can pull them to a rooftop and pull themselves to the enemy or vice versa and at max level allows them to have the [[Awesome|alien rulers ability to gain action points every. Time. The. Enemy. Moves.]] Except it only works three times a turn, and doesn't trigger on non-move actions. [[fail|The game doesn't tell you this.]] Their Bullpups have lower range and damage over the standard rifle, but make up for it by being able to shoot multiple times a turn and being wielding by dudes using grappling hooks to zip between buildings like Spiderman. Despite the longer barrel would give it the same stats and longer range. Once again you need download a workshop mod to fix this. *Templars: [[Grey Knights|A resistance group made of only psionics]] that wield psi blades and machine pistols, but you'll probably never use those. They're fast, hard to kill, and hit like a brick. And like any good psi-based unit, they can fry their enemies with lighting from their hands. They're like the [[rip and tear]] half of the Ranger, but with psionic powers. They have access to some rather obscene powers (like being able to teleport your allies and enemies across the map or summon lightning storms to disintegrate several enemies at once), but this is tempered by them needing to build up Psionic Focus by killing enemies in melee in order to use them. They're also fantastically hammy and roll their Rs. But these new allies come with a catch as you now have to fight the titular chosen who can adapt to your soldiers' abilities with their own strengths and weaknesses, and the Lost ([[tarpit|zombie swarms]]) that attack both you and ADVENT. Along with these new allies and enemies is trying to get the three resistance groups to work together, as well as a new fatigue and relationship system. The faction leaders are voiced by actors from [[Star Trek|Star Trek: The Next Generation]]. [[Fail|They do pretty good job except for Marina Sirtis poorly performed lines.]] Good thing the game allows players to switch to a better voice for your first Reaper(and their other soldiers).
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