Basic S.H.I.V: Cost 5 Credits/squad. 1/squad maximum.
Adds 5 to total combat power, priority for casualties.
Current Number: 0.
Med-Kits: Cost 50 Credits to implement.[IMPLEMENTED]
Reduce both casualties and fatalities in combat.
Phoenix Cannon: Cost 40 to implement.[IMPLEMENTED]
Adds Phoenix Cannon to all Raven armaments.
Reaper Rounds: Cost 40 to implement.[IMPLEMENTED]
Adds Reaper Rounds to all Operatives.
Arc Thrower: Cost 30 to implement.[IMPLEMENTED]
Gives the stun ability to Operatives.
Alloy SHIV: Cost 10 credits and 2 Alloys to construct.[DEVELOPED]
Adds 10 to total combat power, more tanky than Basic SHIV, does not stack with Basic SHIV.
Current Number: 2.
Tier 2 Equipment (All T2 Armors, all Laser Weapons): 20 credits, 10 Alloys per squad.
Changes a squads equipment tier from Military to Laser/Alloy.
Current Number: 3.
Laser Cannon- 40 credits and 10 alloys to develop.[IMPLEMENTED]
Needed for tier 2 vehicles.
Sentinel Drone- 40 credits and 10 Alloys to implement.[IMPLEMENTED]
Allows SHIVs to repair themselves and other mechanical units. Also slightly enhances their decision making capacity (may be relevant at some points.)
Alien Grenades- 50 credits, 10 Alloys and 10 Elerium to implement.[IMPLEMENTED]
Replaces normal grenades with alien grenades, increasing the strength of any combat action involving grenade usage.
Genetic Augmentation- 10 credits, 30 Meld per squad augmented. 10 Meld to perform in-situ for special candidates (e.g. Kaji, Misato, 007, and Lily.)
One augmentation can be done for no downtime per turn. Up to
three can be performed in a week, but the squads involved will be taken out of action for the week. All Gene Mods on the list installed with a procedure. Mods will be updated with new additions to the list.
Gene Mods:
Iron Skin- increases squad survivability.
Hyper-Reactive Pupils- increases attack if a fight lasts for multiple turns.
Nervous System Control- increases accuracy and reactions, general boost to combat capability.
Redundant Organ Systems- decreases fatalities and casualties among a squad.
Mimetic Skin- provides stealth and a weaker version of First Strike. Does not stack with First Strike, but significantly increases stealth capabilities instead.
Black Carapace- allows neural interface with equipment. Provides boost to combat capability.
Combat Drugs- allows a steady stream of alien-derived combat drugs to flow through the system of the body. Allows a squad to have a turn of significantly increased combat capabilities.
Neural Damping- several brain implants that work together to help defend a soldier from mental attacks, psychic and Dimensional alike.
Tactical Mind- an altered brain structure makes a soldier more aware of their surroundings and allows them to think of better tactics. Increases combat capability, makes ambushes less likely, especially from aliens.
Superior Body- enhances raw physical strength and increases reaction times. Grants boost to combat, melee and high speed reactions.
More detailed description of the Genetic Modifications.
MEC Trooper- 5 credits and Meld to augment a soldier. 1/squad maximum. Does not overlap with SHIV.
Gives no combat boost when tier is below squad equipment.
Gives assigned squad the following special rules:
All For One: MEC trooper may choose to interdict all enemy attacks on a squad at the likely cost of their disablement.
Even In Death I Still Serve: A MEC trooper will always survive the destruction of their suit if the rest of the squad remains intact.
High tier MEC costs deduct the lower tier cost if upgrading. If making from scratch, pay the full price.
MEC-1 Warden- 10 credits and 5 Meld to construct. Weapons: Minigun, Flamethrower, fist. Gives 10 combat power.
Current Number: 0.
MEC-2 Sentinel- 20 Credits, 5 Alloys and 10 Meld to construct. Weapons: Railgun, Flamethrower, Kinetic Strike Module, Variable Grenade/Healing Mist Deployment System. Significantly tougher due to Alloy construction. Gives 20 combat power.
Current Number: 0.
MEC-3 Paladin- 30 credits, 15 Alloys, 10 Elerium, 15 Meld to construct. Weapons: Particle Cannon, Flamethrower, KSM, Variable Grenade/Healing Mist Deployment System, Electro Pulse. Very tough, and also highly mobile from installed Jet-systems. Gives 40 combat power.
Current Number: 2.
X-Type Evangellion Equipment- 150 credits, 200 Alloys and 75 Elerium to make a set.
Gives an Evangellion Alien Alloy armor plating and an Elerium reactor that will allow them to operate continuously.
Currently applied to: N/A.
Superior Construction- 50 credits.[IMPLEMENTED]
Increases Engineering capacity per Engineer by 1.5x.
Superior Battlefield Communication- 50 credits.[IMPLEMENTED]
Provides combat boost in battles with five or more XCOM squads.
Enhanced Mechanization- 50 credits.[IMPLEMENTED]
Provides significant combat bonuses to MECs and SHIVs.
Arc Lasers- 50 credits.[IMPLEMENTED]
Provides significant boost to capture opportunities and success rates.
Reaper Packs- 40 credits.[IMPLEMENTED]
Reaper rounds applied to laser weapons.
Stonehenge Targeting Computers- 75 Credits, 15 Alloys and 25 Elerium.[IMPLEMENTED]
Completes the worldwide STN.
Reaper Coils- 40 credits.[IMPLEMENTED]
Reaper rounds applied to plasma weapons.
Harbinger MAC- 50 Credits, 10 Alloys, 10 Elerium to construct a squad. 5 in a squad.
Armaments: Mag Cannon (Slightly less power intensive and much less per shot powerful than the MEC-2 Railgun, faster fire rate.), Micro Missile Pod.
Durable, can usually be at least partially salvaged if destroyed. Takes up one squad's worth of space when being transported. Almost human intelligence in combat. Combat Skill: 20, Tech Level: Laser/Alloy, gains a boost to combat capability from being Mechanized/Very Heavy Weapon Troopers.
Cyborg Ninja Augments- 40 credits, 15 Alloys and 5 Elerium to implement.[IMPLEMENTED]
Creates a set of MEC augments that allow a human scale yet still extremely powerful combatant. Can be deployed on intrigue missions: significant increase in effectiveness at the cost of all pretense of subtlety.
Tier 3 Equipment (All T3 Armor, All T3 Weapons): 30 credits, 15 Alloys, 10 Elerium per squad.
Changes a squads equipment tier to Plasma/Elerium.
Current Number: 5.
Hover SHIV: cost 15 Credits, 5 Alloys and 2 Elerium to construct.[DEVELOPED]
Adds 15 to Combat Power, can fly, can become stationary for weapon power boost. Very tanky.
Current Number: 6.
Plasma Cannon- 50 Credits, 15 Alloys, 10 Elerium to develop.[IMPLEMENTED]
Required for T3 vehicles.
Particle Cannon- 40 Credits, 10 Alloys, 5 Elerium to develop.[IMPLEMENTED]
Required for MEC-3s and T3 vehicles.
Close Combat Weapons- 70 credits.[IMPLEMENTED]
Gives all operatives HF Blades, significantly increasing their melee effectiveness.
Core Implantation- 50 credits and 50 Meld per squad augmented. Can be done as many times a week as desired, due to the nature of the implantation method. All recipients have red eyes.
Abilities gained:
It Will Not Die: As with the Angels, anyone with a Core is endowed with immense regeneration. Someone who is not killed outright will always fight at full effectiveness. The only way to kill such a person is to destroy the Core itself.
Godflesh: As with the Angels and Evangelions both, a recipient of a Core has far greater physical capability than any human, augmented or otherwise, has any hope of acquiring. In addition, Anti A.T Fields have no effect because of this.
Administrator Access - Crippled: Such individuals theoretically have the power to input commands in the Progenitors. However, Vahlen's Core, producible by tools and used by humans, lack this ability. Despite this, they are still capable of producing an Anti A.T Field.
As One: Taking inspiration from Israfel and Iruel, Vahlen has learned how to join a squad into a single Soul based 'network', allowing them to share thoughts between them. As well as vastly improved tactical coordination, this also means that as long as one Core survives, the rest can regenerate from literal nothing. Due to the limitations on this type of Core, the holders can neither self-replicate not split and recombine like the Angels in question could, but Vahlen believes even if those features could be added it wouldn't be worth it for several reasons, least of all the psychological ones.
Fear No Evil: The Angels and Evangelions are highly resistant to mental manipulation, although their pilots are less so. Most forms of mental manipulation outright fail on such individuals, with the exception of those who can overpower an Angel's innate mental defenses: the Ethereals, although your soldiers are better protected than the Angels from this threat due to having stronger willpower.
Psionic Upgrade:
Enlightenment: With a Core, the passive A.T Field humans possess can be reduced to zero, the bodies form maintained by psionic energy. With both the barrier separating the holder and others turned to nothing, and with psionics flooding the body, the world can be seen objectively, in a new fashion unlike anything else. Several psionics have in fact compared it to a religious awakening. Gives a massive boost to psionic capability, although even an Ethereal Level Cored Psionic is not as strong as an actual Ethereal worth their salt. But the gap becomes smaller, and it is only kept significant by difference of skill at this level. In addition, with a zero A.T Field all members of the squad become Psychic, although to a lesser degree of power than those that were previously psychic.
A.T Field Upgrades:
Light Of The Soul: The presence of a Core significantly increases the power of manifested A.T Fields, and they can now hold up to all but the heaviest firepower directed at them.
Wings Of The Angel: Utilizing A.T Fields in the style of various Angels, users of a Core can access quite speedy flight, allowing them to move at a rapid pace unpredictably.
Through The Valley Of The Shadow Of Death: As seen in various Angels, it is possible for a being with a strong A.T Field to survive in the most extreme environments: from the deepest underwater caverns, the depths of a volcano and even outer space. Although XCOM troopers do not have nearly as much resistance as this, they can survive much better in hostile environments.
A Flaming Sword Which Turned Every Way: Many Angels have energy manipulation of some kind. This is a trait that your Cores also have. Although you're not sure why (they bear the Fruit of Knowledge), it can manifest in many ways, compared to the singular manifestations of the Angels. Energy beams, energy whips, omnidirectional explosions, directed explosions, the list goes on. But the most common one is a form of Sachiel and Zeruel's cross shaped blast, although obviously weaker. Eyes glow when using this ability, and as all Angels who use this ability have their eyes as a key component of it, this is likely not a coincidence.
Fusion Lance- 75 credits, 25 Alloys, 20 Elerium to develop.[IMPLEMENTED]
Required for certain T3 vehicles.
Blaster Launcher- 75 credits, 25 Alloys, 20 Elerium to develop.[IMPLEMENTED]
Required for certain T3 vehicles, and upgrades Heavy rocket launchers.
Obliteration Lance- 150 credits, 100 Alloys and 75 Elerium to construct.[CONSTRUCTED]
Works as both an aim-bot capable sniper cannon and the focusing/charging side mounted rails can be easily detached in the field to make a plasma saber.