Brain fart first impressions/thoughts:
This is XCOM meets a shallow D&D.
Firstly, the way the game works isn’t well described anywhere. It IS very XCOM but there are differences.
You have the ‘Apocalypse’ timer from XCOM 2 which is a percentage bar that ticks up to 100% for Necron awakening as you do missions - the longer it takes you to complete a mission or the worse it goes the quicker the Necrons will awaken. I don’t know what happens when they awaken.
You have a world map but not exactly like XCOM. You interact with missions through portraits of various senior tech priests in the command centre of your ship. These priests are located on different parts of the world you’re on and offer variations on each others’ missions (explore, recover, fight, etc). Similar to DOW2, the more missions you do for each priest the harder their future offerings will get, introducing new enemies, larger numbers of enemies, stronger enemies, time constraints, events, new objectives, etc.
This is where it really differs: When you’ve chosen a mission you command the mission from the command centre through a holographic map. You see a top down view of each room in the Necron tomb you’re exploring and see holo representations of your team as well as known enemy positions, points of interest and your final objective.
There are usually two ways to your objective with some routes being a complete mystery where you’ll be chancing your luck (could be a smooth ride, could end up as hell) and others offering definite confrontation but against known enemy.
There is an encounter with a ‘check’ in each room that varies from discovering new technology, to the remains of an old team, to opportunities for research, etc, etc. They work like speech checks. You are presented with a scenario and then have two or three possible courses of action that can mean you try to avoid a confrontation, to full on battle, to researching a new piece of tech, taking readings, stealing tech, pay respects to a fallen priest, scrapping a fallen priest, etc.
The outcomes seem to be random with a mixture of good and bad ranging from receiving a reward, to being damaged, giving the Necrons in future encounters bonuses/boosts, speeding up your run, etc. Each one of them tries to pack a bit of story/lore in as well and so far have both saved and doomed me later in the ‘dungeon’.
This is about 2/3rds of a mission, the other 3rd is the actual combat. This is fairly standard XCOM but uses command points instead of ammo/stamina/etc. You start by positioning your forces on to a starting grid in the map. Your party is made up of primary Tech Priest units that you unlock and that level and can be customised in the usual RPG fashion and support units that you unlock and have different roles and associated costs to field. In a mission, you will need command points to field a support unit. Your command points and health carry over between battles so if you go in to a fight with no command points you’ll only be able to field your priests in the first deployment phase.
As you generate more points in the battle you’ll get to the beginning of a new turn and get to do another deployment phase where you can call in your support units and place them close to your existing units for a point cost (better units have higher costs).
These points are also used to carry out certain actions or extended the amount of actions you can do in a round. The points are collected from pylons, fallen enemies or from certain actions and your priests can be upgraded to generate points during a battle. These points can let you extend your base movement range and are used by some actions (like scanning, interacting with the environment, completing and objective, etc) and weapons (Nice big plasma beam weapon I have that can one shot necrons needs THREE points). The points are in a pool which can be upgraded but you start only being able to carry 4 at a time which really does squeeze you during some turns.
Another difference to the battles is the enemies: Necrons don’t die. You have to ‘kill’ them twice at which point they’re teleported away. The first ‘kill’ is to knock them in to repair mode giving you three turns to then further damage them to the point where they teleport away to be reconstructed elsewhere. If you don’t get to them in time (Standard is 3 turns) then they resurrect with some or all of their health and armour. You can end up with certain debufs that make them return to the battle quicker.
The enemies are all lore friendly and I’ve come against:
Warriors - Beastly starting enemy with slow movement but long range and high potential damage. Must be ‘killed’ and then phased out.
Scarabs - Packs of three that come from vents and can attach and poison you (status effect which deals long term damaged unless healed) or heal other Necron units. Really irritating little buggers. Kill em once.
Flayed ones - Warriors with claws instead of a gun. Hard as nails, really bad news if you let them get in to close combat. Must be ‘killed’ and then phased out.
Immortals - Warriors on steroids. Slower moving again but have an AOE version of the warrior weapon that has a wider damage potential but can hit really hard and over a decent area. Higher armour and health, need to be killed twice.
Lords - Immortals mixed with flayed ones and given meth. Hard as nails, have abilities like teleport, lots of different attacks. Nasty. Must be ‘killed’ and then phased out.
Destroyers - Immortals on a hover tank body. EVEN harder than nails. Fast and far moving, long range, line of sight weapon with very high damage, nasty piece of work. Must be ‘killed’ and then phased out.
Destroyer Lords - Destroyers with a Lord body on top instead of an Immortal. Literally cannot get passed their armour as my characters haven’t been levelled enough. Run, don’t fight. Must be ‘killed’ and then phased out if you can even dent their armour.
Death Marks - Sniper versions of warriors that can teleport. Very accurate and high damage but about as strong as a warrior. Must be ‘killed’ and then phased out.
Crypteks - Tomb Spiders on steroids. Move fast and far, high ranged damage, high melee damage. Bad news. Must be ‘killed’ and then phased out.
That is all I’ve come against so far.
I’ll go through some stuff on upgrading your priests when I’ve learned it a bit better.