Primes

Prime Units are endgame versions of enemies, designed to spice up the endgame. They are considerably more dangerous than their vanilla counterparts. All Prime units have a reaction ability that acts as a very limited version of the ruler reaction system from the Alien Hunters DLC. This reaction ability will give them immediate bonus actions whenever they are dealt damage.

The Primes were designed to poke holes in typical player tactics by punishing reliance on low damage AoE abilities or free shots.

Prime enemies start appearing at Forcelevel 13 (for reference, FL 11 is when Archons start appearing) and are introduced one after the other as forcelevels increase. The actual progression looks like this:

  • FL 13: Sectoid Soldier and Mindbender Prime
  • FL 14: Berserker and Firestarter Prime
  • FL 15: Puppeteer and Viper Prime
  • FL 16: Muton Prime
  • FL 17: Archon Prime
  • FL 18: Andromedon Prime
  • FL 19: Sectopod Prime
  • FL 20: Gatekeeper Prime

Sectoid Primes
These are more powerful versions of the Sectoid Mindbender, Puppeteer and Soldier. They have more life, armor, defense and an improved weapon. Their abilities are the same as those of tthe regular Sectoid variants. With their Prime Reaction ability, they get access to those abilities as well.

Berserker and Firestarter Primes
Berserker Primes are the first Prime units the player encounters. Their stat increases are moderate, but they will give the first taste of the Prime reaction system. This extra action isn’t restricted in any way, they can dash, punch or use a special action like Firebreath. Later on, they can have regular Berserkers and Firestarters as followers.

Viper Prime
Viper Prime is tougher than the regular Viper, but armed with the same weapon. Like all Primes, she gets to take bonus actions when hit. Her specialty is Grab and Run, a unique take on the tongue grab action. After pulling an enemy, she won’t bind him and potentially set herself up as an easy target. Instead, she will pull that soldier, then run away into cover. That leaves the soldier as an easy target for the Viper’s allies.

Muton Primes
Muton Primes are a hybrid of the Muton Captain and Champion, using some of their abilities and have access to them with their reaction ability, too. They are equipped with a Beam Cannon and better armor, making them a very serious threat. Of course, the Muton Prime can access all of his abilities with his Prime Reactions.

Abilities: Prime Reactions, Melee Counterattack, Suppression
Other notes: The Weapon shreds armor and gets large bonus damage on critical hits.

Archon Prime
Archon Prime uses Blazing Pinions on reveal. He gets to use reactions when hit, even while in the air. Unlike the Archon King, his Pinions will only rain down on the enemy turn, just like with any other Archon. Archon Prime can’t have multiple Pinion attacks active at the same time, but if he currently isn’t using one, it is a possible use of his reflex action.

Andromedon Prime
The Andromedon Prime is one of the three most dangerous enemies in A Better ADVENT. It is able to use all of its abilities as a reaction to enemy fire, making proper positioning crucial in avoidng the Acid Bomb attack. They can take a lot of punishment due to their increased stats. The Prime Reaction ability extends to their second phase, increasing the danger from the Andromedon Shell. Any soldiers hit by the Andromedon rifle or the acid blob will be coated in acid and leave an acid trail whenever they move for 3 turns.

Sectopod Prime
The pinnacle of ADVENT engineering, the Sectopod Prime is by far their heaviest combat unit. With armaments that can wipe out whole squads and a fully automated AI that can react to anything that would dare even scratch the paint on this hulking war machine, the Sectopod Prime is going to make a lasting impression. Prime Sectopods have a stealth circuit that hides them from loong range scans, but in exchange they don’t have the Wrath Cannon.

Abilities: Prime Reactions (“Annihilation Protocol”), Stealth Circuit, Stand Up
Other notes: The Stealth Circuits hides the Sectopod Prime from the long range scans of the Shadow Chamber. It does not appear on the mission preview window. Sectopod Prime uses the “Stand Up” ability on reveal to immediately get height advantage for any reaction shots it may be allowed to take.

Gatekeeper Prime
This is the most dangerous enemy in A Better ADVENT. Gatekeeper Prime doesn’t use any active psi abilities, but it doesn’t have to. It’s armor and health let it make good use of the main cannon for huge spikes of damage. In addition to the Prime Reactions, Gatekeeper Prime also has a passive ability “Gatekeeper’s Call”. Due to that ability, any unit that can be turned into a Zombie will be reanimated if it dies within Line of Sight of the Gatekeeper Prime.