Really nice mod, was trying to make something like this for Vipers, but I frankly never got the time and the modding tool is not easy to use like it was for Titan Quest (the last game I modded). If anyone can point me towards an editing options, I have a lot of ideas for the Vipers. -Recruitment - I'd change this, as "cloning" seems rather unfeasible given the resources XCOM has. I'd put in a timed mission (available around end of early phase, when you start seeing Advanced Troopers) so that you don't get them too early and unbalance the game. This'd be a special mission where you have to save and escort a free-willed Viper VIP from an Advent prison. After this, you gain her as a recruit Rookie Viper. Completing the mission would unlock research and Proving Ground Project that would let you modify the Skulljack so you can "hack" and free Vipers. Basically, you would get the opportunity to Skulljack Vipers, who would then become unconscious instead of dying - you can then either carry them or get them after mission completion as new recruits. :tongue: -Skills: I'd not use the same skills as for soldiers, as that is kinda unbalanced, plus not really original. Of course I have no idea how much can be done with mods, so these are just suggestions. I'd split the skill tree to two sides - "Anaconda" and "Adder", names can change, just to reflect the styles of the two different specializations. -Base Skills: All Vipers would start out with 20 Dodge, Bind (and Release Bind of course), plus Immunity to Poison. By default they should only be able to use Rifles. They can equip and use any other items that regular soldiers can use (like Medikits, Grenades, etc). If possible, Bind should be modded to work against every human-sized enemy (Sectoids, Codices, possibly other Vipers) - though as it doesn't block abilities, Codices should be able to teleport out of the Bind the next turn. Maybe also Vipers should have a 50% miss chance when trying to bind enemy Vipers (and vice versa) ? Also not sure if Bind blocks PSI abilities, so Sectoids could potentially still be able to use them. Same should be done for Tongue Pull, I mean there is no reason why they could not use it on a Sectoid if they can use it on an much larger Advent Shieldbearer. I have no idea yet for their ultimate abilties on Colonel, sorry... will think of something eventually! Constrictor: This is a more melee-oriented, agressive Viper who will get up close and personal to the enemy. - Squaddie: Tongue Grab -a free-action skill that would work much like the Grapple of a light armor, with a 2 turn reload - the Viper uses her tongue not to pull someone towards her, but to pull herself towards someone! The difference would be that you can target enemies with it too, not just vantage points, which would put the Viper right adjacent to the enemy, ready for a bind - Corporal: Poison Spit - The current Poison Spit ability, don't think it needs altering. 2-3 turn reload time (forgot how many it is now), poisons all enemies in the cloud, lasts 1-3 turns. - Sergeant: Rugged Scales: Gives the Viper +1 Armor and +1(2?) HP - Lieutenant: Constrictor: Increases Bind damage by +3, Bind can now cause critical hits using the default Crit Chance of the Viper (dependent on her weapon) - Captain: Cobra Strike: Every enemy who attacks the Viper in close combat or moves adjacent to her is automatically attacked by a Melee bite attack (2 Damage, 95% base hit chance) and is Poisoned on hit. This happens before the enemy delivers his melee attack, and can happen unlimited times per turn. Basically, a weaker Bladestorm that poisons enemies. Not enough to kill them, but to make them miss more likely and help the Viper survive while in the fray. (Maybe should work while Binding, not sure if that'd be unbalanced) - Major: Barrel of Fangs - Gives the Viper the ability to equip Shotguns, and increases damage against flanked enemies by +3 (same as the Hunter's Instinct Guerilla tactics project) - Colonel: Adder: A more support-oriented Viper, who hangs back, debuffs enemies, and yoinks them out of cover for your rangers to kill. - Squaddie: Tongue Pull - The current Tongue Pull, as it is - free action, no reload time. Only change I'd make is to remove the Auto-Bind that currently Dominated Vipers do. - Corporal: Blinding Venom - The Viper spits venom right into the eye of one enemy with pinpoint accuracy (95% base accuracy) - (same distance as Poison Spit, but requires line of sight) - the enemy is Disoriented for 1-3 turns. This is a poison effect, hence it only works on enemies not immune to poison. Reload time is 3 turns. - Sergeant: Slippery Scales - Gives the Viper +20(25?) Dodge and increases Movement by +1(2?). - Lieutenant: Multitasssking - The Viper can divide her attention better - she can now use rifle attacks and Poison Spit/Blinding Venom even while Binding an enemy, but Accuracy is decreased by -30 (25?)%. - Captain: Envenomed Rounds - The Viper poisons her ammuniton using her own venom. For the following three rounds, all her shots will Poison enemies. Reload time 5 (4?) Turns. - Major: SWiper (sorry bad punny name)- Vipers can now equip Sniper Rifles, and gain the Squadsight Sharpshooter ability. - Colonel: