XCOM 2
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Raider Faction: Cult of Jariah
   
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3.280 MB
23 Apr, 2018 @ 6:54am
17 May, 2022 @ 11:06pm
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Raider Faction: Cult of Jariah

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
97 items
Description
"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.

FAQ
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.
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119 Comments
Slackboy101 18 Jun @ 8:39pm 
They don't have Gauntlets and the Maruaders don't have Ripjacks, I'm running RPGO, i know it's an issue but can someone PLEASE tell me how to fix it?
ZJwh5S 18 Apr @ 6:42pm 
@RealityMachina

I will echo what other comments have said, because I'm experiencing the same thing.

There's a bug with spawning zombies and Overwatch. Game will just hang. Eventually if I wait like 10 minutes the hang will be cleared. Please look into this.

I already mentioned what I think about Incendiary Bombs + Lightning Reflexes on basic troops (although I misspoke-I meant "everytime you dont' kill a Cultist on player phase, not Overwatch/Cultist phase).

I also think Cultist pod sizes are too big (especially considering zombies can be raised as well) and reinforcements should not be every turn on Raider missions. I just completed a Recover Intel mission and the end mission report said it took 7 turns and my soldiers killed 60/83 enemies. I believe there were 37? or so enemies when I started the mission. The final 83 count is from initial enemies + psi zombies raised + reinforcements.
ZJwh5S 13 Apr @ 8:12pm 
I'm running Raider factions (Cultists, Phantoms, Marauders, Rogue XCOM) for the first time ever and Cultists are a bit overpowered imo. Incendiary Bomb spam + Lightning Reflexes is quite frustrating to deal with, especially when these abilities are on the basic troops (as opposed to rare/special troops). In particular, I'm playing with CI + PCP and on Ambush missions you're typically facing 8 Cultists with 1-3 soldiers after wiping the initial Advent dropped pod, and everytime you don't kill a Cultist on Overwatch phase, you're basically going to get fire bombed, which happens often due to low number of soldiers + Lightning Reflexes. Soldiers with Fortress and SPARKs can bait out the bombs, but I'd rather not have to rely on them to consistently clear ambushes without losing anybody.
RakkoHug~<3 19 Dec, 2024 @ 11:52pm 
Whenever Necromancer raises a unit who died from overwatch during AI turn the game has tendency to get stuck. X2visualizer is unable to clear the hang.
adlerstaat 23 Nov, 2024 @ 2:08am 
weird thing. i get a cult incursion mission, but no cultists spawn in? its mostly just advent troopers. it does have a 'cultist activity' turn but it just focus the camera on my operatives.
silverleaf1 30 Sep, 2023 @ 4:01am 
In my campaigns these enemies often get blown up when still together by Advent forces.
♥ Chitai~ ♥ 22 Apr, 2023 @ 6:26am 
Undying Will is kinda bugged because of the interaction. It's supposed to kill all nearby civilians and raise them as Zombies at a 100% chance upon the Necromancer's death. But since the unit maintaining the zombies is dead, the Psi Zombies also die shortly after being raised.
Goneja 16 Mar, 2023 @ 9:57am 
Sometimes when psi zombie appears, game can get stuck (for good)
freelancer 3 Sep, 2022 @ 4:25am 
Установил этот мод. Противники не совершают никаких действий, я просто их стреляю ка в тире
Darkeng 20 Aug, 2022 @ 1:52pm 
Honeslty, out of 5 other raider factions - this one is most annoying to deal with. Not only they come with ability to create psi-zombies (which is on its own it ok... but not literally all the time and on MY tern), but also quite literally bullet spounges and groups being SO FRICKING BIG. I can deal with rogue XCOM and their divercity, I can deal with glass cannon Phantom, I can deal with Marauders, but this guys? Yeah, its a bit too much