Gameplay mechanics in Phantom Doctrine Phantom Doctrine Guide and Walkthrough
Last update: 14 August 2018
In this chapter you can learn about all the important gameplay mechanics available in Phantom Doctrine. You shouldn't feel lost if you played the XCOM series - some of the mechanics are very similar. Learn which gameplay mechanics have huge impact on the gameplay and what can be used against your enemies in Phantom Doctrine.
- Agents stats
- Covers
- Shooting
- Secondary weapons
- Abilities
- Equipment
- Support
- Disguise
- Restricted zones
- Evacuation
- Double agent
- Awareness
- Ambush
- World map
- Loyalty
Agents stats
Agents have the following stats:
- Circulatory - determines the amount of Health Points and Fire Points,
- Sensory - impacts the Maximum Awareness, Overwatch Field and Sight Range,
- Respiratory - has impact on Damage Threshold and Movement Range,
- Motoric - determines the amount of Action Points, Awareness Regeneration and Dodge Cost,
- Max Action Points - maximum amount of action points spend on movement, reloading a weapon and performing non-offensive actions,
- Max Fire Points - maximum amount of fire points spend on attacks and using items,
- Damage Threshold - reduces damage received from enemies,
- Dodge Cost - amount of Awareness points required to perform a dodge,
- Max Hit points - how much damage your agent can withstand,
- Movement Range - maximum movement range when using one action point (depicted by fields),
- Max Awareness Regen - amount of Awareness regenerated per turn.
The picture above also shows an agent's background (can give you new abilities and trainings) as well as completed trainings (increase weapon efficiency and adds option to install weapon mods). On the right, above the stats, you can notice Heat bar - it informs you how close or far a given agent is from being revealed.
Covers
The picture above shows 3 types of available covers. Notice full shields, displayed on the left - they symbolize the full cover which gives you the biggest defense bonus. A partial cover (half of the shield) is right next to it. The character called Deadpan has no covers - she has no defense at all.
Shooting
Depending on your main weapon (whether it is an SMG or an LMG), you usually can use a few fire modes that differ in points cost. The exception to that are shotguns and LGMs - the first weapon can use only single shots, the latter can fire only in full auto mode.
The picture above shows the costs for using full auto mode: 1 movement point, 1 fire point, 10 ammo and information that this shot will end the turn. The maximum damage for this shot is 84, the least amount of possible damage is 54. Full auto mode is good for removing Awareness, suppressing enemies and usually this is the most powerful attack (but also the most expansive when it comes to the points).
A single shot allows you to make a single shot. It has the following costs: 1 fire point and 1 ammo. This attack won't end the turn.
Burst mode shoots 3 rounds. It has the following costs: 1 fire point and 3 ammo. This attack will end the turn.
A single shot performed with a shotgun has the same costs as with other weapons. The same goes for LGMs in full auto mode.
Secondary weapons
Secondary weapons are also important in this game. They have one fire mode and one special ability.
A single shot mode costs 1 fire point and 1 ammo. This attack won't end the turn.
Headshot ability allows you to deal massive damage at a cost of 70 Awareness points, 1 fire point and 1 ammo. This attack won't end the turn.
Abilities
They are divided into a few types: passive, status effects, perks and those that can be performed by every agent.
Abilities that can be performed by all agents:
- Focus - regenerates agent's Awareness. It allows you to avoid damage and is necessary if you want to use certain abilities. Focus costs 1 fire point. Cooldown: 3 turns.
- Stabilize - your agent won't start bleeding out when they are in critical state. Costs 1 fire point and 1 action point.
- Pick up agent - picks up an agent (ally or foe). After that you can transport them to an evac point. Costs 1 action point.
- Takedown - neutralize a target that has less health than your agent without making noise. Doesn't kill, can be used on civilians. Costs: 1 fire point, 1 action point, 50 Awareness points.
- Distract - distracts an enemy or a civilian. Costs: 20 Awareness points. Cooldown: 3 turns.
- Exertion - increases reach of your agent by 2 for each action point per 2 turns. Costs: 25 Awareness points. Cooldown: 2 turns.
- Dispose of body - removes a corpse or unconscious people. Enemies or civilians won't find bodies which means that they won't raise the alarm. Costs: 1 fire point.
More about perks and abilities can be found in Abilities chapter.
Equipment
Each of your agents can carry only 2 items so choose them wisely. At first, you should give them a med kit and one of the grenades (preferably a frag or a smoke grenade, flash grenades only reset enemy Awareness - it is better to kill them with a frag grenade). Later, you will get access to various gadgets (e.g. lockpicks). The action of using an item always has its costs (see the second picture).
Support
Perform a reckon before you start a mission to get access to support. You can choose from observation (helps you to detect enemies in a given area), a sniper or passive support (less notoriety after a successful mission). Make enough progress in the story to unlock more options for support.
Disguise
A disguise allows you to enter restricted zones inside of buildings without raising the alarm when your agent gets detected. The only exception to that are hostile agents (they usually have the largest amount of health points). You can also recognize them by the fact that you can see their sight range (check the picture). This option is available only when you run a reckon before starting a given mission. A disguise can help you a lot - you don't have to worry about restricted zones, other enemies, civilians and cameras.
Restricted zones
Getting caught in a restricted area leads to alarm. This also means that a detected agent must engage in an open conflict. You can move around these zones but you have to avoid guards, civilians and cameras. Borders of these areas are marked with red outline and an exclamation mark. You can also notice this symbol above your agent's head (this happens when you enter a restricted area). All agents are forced to enter combat mode, even when only one of them was detected.
Evacuation
At the end of a mission you can choose from a few evac points. Once you make a choice, your agents have to wait 3 turns for their transport and another 3 turns when your evacuation can wait without any consequences (you have 6 turns in total to reach your evac point). Your evacuation can be in danger if your agents don't make it in time (see the second picture: Evac Compromised!)
Double agent
In the world of espionage, it is possible for one of your agents to become a double agent or even be bought by the opposing organization. You can eliminate the threat by killing a potential double agent.
Run surveillance increases threat for your hideout by 50.
Awareness
Awareness is necessary if you want to perform certain skills or to score headshots with a pistol. Also, it allows you to dodge shots. You can check a dodge's cost by opening a character's stats. Awareness regenerates with each turn.
Ambush
It is possible that your agents can make a mistake or get ambushed by the opposing organization. These missions are very difficult, especially when you send a lone agent to contact with your informer - the enemy will have a devastating advantage. They also send powerful spies who aren't afraid of playing offensively.
World map
This map allows you to assign agents to missions, story quests or contacts with your informers.
- Hideout
- Hideout Candidate - a new potential location for your hideout
- Beholder Cell - story missions
- Enemy Recon
- Suspicious Activity
- Location with no Agents - locations without your agents
- Location with Agents - locations with your agents
- Traveling Agents
- Informer
- Informer Assassination
- Special Mission
Send out at least 1-2 agents (this depends on how many of them you have left in your hideout) to all the markers excluding: Hideout Candidate, Location with no Agents/with Agents, and Traveling Agents.
Loyalty
All agents employed are susceptible to enemy activity (if being caught or not) and may become double agents. Your main character is loyal from the very beginning, so the enemy will be unable to do anything to her. However, you can earn loyalty from other agents - from time to time there will be events related to the agents' past, their contacts and habits. To gain their loyalty and keep them with you, you need to make the right decision. For example, one agent shown in the screen (Canasta) was offered a robbery, because she used to carry out robberies with a certain crew in her past. Paying her $1,000 to stay and no longer do so should be enough to gain her trust. In addition, after a while she learns that all the members of the robbery have died and she is grateful that we have not allowed her to take part in the event. Thanks to this, the agent gained a Loyal perk, which makes her a trusted agent, resistant to enemy actions.