Small explanation I forgot to put: This makes it so that chosen will not be an issue in the early game. They are simply gathering information about you, the commander, instead of fighting you straight on. After a few months of retributions and scouting, only will they confront you.

This makes them hard to fight mid-game, and make their appearance hell in the end-game. So instead of the usual late-game cakewalk, it'll feel far worse in the late-game (of this suggestion) than the current early game.

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Hunter

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Appears after 3 months. Appears in mission with the standard cutscene.

Has a 30% chance to spawn with a bow instead of a sniper rifle

Hunter always kills the target. Bleedouts can only happen if target is grazed, or if target must bleedout.

Base Skills

Dark Lance - Fires at a target in squadsight range for half damage. Has no squadsight penalties. 2 turn cooldown. (Bow/Sniper)

Tracking - Tracks a target. The hunter will use Dark Lance on the target the next turn. If the target stays in track range, the hunter gains +40 aim, the shot ignores cover and all armor.

Shoot - Fires at the target with his main weapon. Shot damage: 4-6 (Sniper) or 6-8 (Bow)

Flash Fire - Fires at the target with his pistol. Does not end turn.

Grapple - Grapples to somewhere.

Learnable skill - Actives (Learns 1 every 2 months) (Final form learns all these skills)

Abyss Sniping - If fired at, dodges the attack and shoots back at the target. Deals 1/4 damage, but gurantees a 1 turn stun. (Sniper Rifle)

Disabling Shot - Fires at a single target. Prevents the target from moving for 1 turn. (Pistol)

Stun Gun - Fires at a single target. Stuns the target for 1 turn. Cannot miss. 3 turn cooldown (Pistol)

Learnable skill - Passives (Learns 1 every 2 months. Max of 3 skills)(Final form instantly gets 3 of these)

Gun Parry - Parries the first melee attack each turn (Sniper Rifle), then counter attacks the target using the pistol. Can only use it if undamaged this turn.

Reflex - Only attacks with more than 75% chance to hit or crit can land on the hunter.

Judgement - Pulls towards the target, then fires a pistol shot at the target. Gets a free move action.

Hunter's Domain - Gains 10 aim on targets in low cover and 20 on targets in high cover.

Blaster Rifle - All shots knock back the main target (ragdolls the main target. Usually knocks up to 5 tiles). (Bow/Sniper Rifle)

Shadow Clone - Teleports to another position, spawning a clone at the original position. The clone gets 2 free moves and grapple. The hunter turns invisible. The clone will have the same hp as the hunter currently has, but disappears when it loses half its health.

Anti explosive - If a thrown/fired grenades may hit him, he can shoot it out of the air. Usable only if undamaged this turn. (Bow/Sniper Rifle)

"This is terrible. You destroyed the crystals my masters painstakingly made."

"I sound calm? Of course. I considered this possibility the moment you entered this place, you know."

"Ah, you probably thought I should be afarid. It's my last chance, right?"

"Huh... I didnt plan for this. I thought the great commander would have figured it all out."

"Well. A little unfortunately, having infinite lives isn't something you pick up for free, you know?"

"In exchange of having this 'convenience'... Well... It was a little hard moving my body, I would say."

"To be honest, I wanted to tell you all this before we began the hunt... But I was a little afarid that you'll give up instantly. Where's the fun in that?"

"I guess this is enough. You have good manners, you know, waiting for me to finish recovering. Well, dont disappoint me, Commander."

Final Form skills (Never spawns with a bow) (160 hp, Immune to fire and poison, 110 aim, 14 mobility, 15 defence)

Desperado - Target an enemy, and shoots at every target in a 8 radius area. Does +1 damage for each enemy in the area.

Final Judgement - Pulls towards the target, then fires a pistol shot at the target 3 times.

Hunter escapes after hp drops below 50%. Hunter recovers hp equal to 15% of his max hp every week.

Final Form Hunter appears often in random maps, but escapes quickly too. You can lure him out using covert actions.

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Assassin

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Appears randomly between 3 and 6 months. Has no warning when spawned.

Assassin never kills the target, only letting them bleed out.

Base Skills

Slash - Slashes at a target. The assassin can then use a followup action. (Slash damage: 4-6)

Parry - Parries the next hit after slashing a target.

Momentum - Moves after slashing.

Slash Combo - Fires a shotgun shot at the target after slashing. (Shot damage: 5-7)

Conceal - Conceals.

Counter Attack - The assassin blocks and counters the first melee attack each turn. The assassin also counters every slash that misses.

Learnable skill - Actives (Learns 1 every month) (Final form learns all these skills)

Rising Slash - Slashes a target, knocking the target back (ragdolls about 1 tile) and dazing the target. Allows followup actions.

Soaring Slash - Slashes a target, and knocks it far away (ragdolls about 8 tiles). Dazes the target. Allows followup actions.

Bash - Bashes the target, stunning and dazing them. Ignores mindshield.

One Flash - Instantly moves up to 12 tiles away, and slashes all targets between the initial and final spot. Allows followup actions. (3 width range)

Brutal Charge - Runs towards a target, and grabs the target. After grabbing the target, the assassin will run straight for up to 10 tiles, slamming the target agaisnt a wall or the ground. Deals half damage for a ground slam. (5-7 damage)

Learnable skill - Passives (Learns 1 every 3 months. Max of 3 skills) (Final form instantly gets 3 of these)

Double Slash - Slashes a target after slashing a target.

Reflect - Replaces parry. Reflects the next hit after slashing a target.

Evacuation - Has a 30% chance to get a free move action after being attacked.

Sharp Blade - All slash attacks bleed the target, causing the target to take damage equal to 20% of the damage taken if the target moves or attack next turn.

Armor Break - Slash Combo now shreds 3 armor.

"Oh wow. I did not expect this. You managed to piss my sister off more than that puppet did?"

"Are you wondering where she went? Well, she'll tell you personally, so I wouldn't worry about it. But that's me. You should, of course."

"An explanation? Of course. Of course. Where are my manners."

"A little unfortunately, having infinite lives isn't something you pick up for free, you know?"

"In exchange of having this 'convenience'... Well... It's a little hard moving my body, I would say."

"Hm. Admittedly, this isn't good news for me either. Please work harder so that we can keep this hunt going on for longer, will ya?"

Final Form skills (The assassin will now kill targets) (80 hp, immune to fire, poison and acid, 26 mobility, 30 defence) Slash damage: 6-8.

Giga Flash - Slashes at all targets in a 6 radius area around the assassin. Can only be used in the beginning of the turn. Bleeds all targets, causing the target to take damage equal to 50% of the damage taken if the target moves or attack next turn.

Shockwave - Attacks an 12 length 5 width area with a gigantic sword wave. Enemies hit by the wave take major damage.

Assassin escapes instantly after destroying her sarcophagus. Assassin recovers hp equal to 30% of her max hp every week.

Final Form Assassin appears often, and will usually fight to the death. You can also hunt her down using covert actions.

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Warlock

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Appears after 5 months. Gives you a warning before mission. Not that it'll help.

Skipping a mission with the warlock in it gives him alot of intel.

The warlock is always immune to fire, poison, acid and grenades. He can be shredded by grenades.

Base skills

Psi Shot - Fires at a target. If the target is a psi ops or templar, they take double damage. Cannot miss. (Shot damage: 3-5)

Mind Control - Controls a target for 2 turns. Ignores mind shield. Requires a minimum of 50 will to resist. Warlock gains 1 focus every turn for every mind controlled unit.

Mind Scorch - Panics the target. If target has less than 30 will, dazes the target instead. Warlock gains 1 focus.

Mental Collapse - Reduces the target's current will by 20. Consumes 1 focus.

Focus - Warlock's armor is equal to his focus. Gaining or losing focus will increase or decrease armor, and vice versa.

Constant Meditation - Gains 1 focus each turn.

Learnable skill - Actives (Learns 1 every month) (Final form learns all these skills)

Isolation - Creates a 10 hp shield, and knocks all targets in a 6 tile radius away. Replaces all actions with non-move actions.

Echo - Fires a projectile that travels in a straight line (1 width). Deals 2 damage. Warlock gains 2 focus for every target hit.

Holy Domain - Creates an Holy Domain with a 7*7 area. All units in the domain regenerate 5% or 3 hp every turn (whichever is higher). All enemies in the domain take 1 damage per turn. Lasts 6 turns. Costs 3 focus.

Holy Burst - Consumes 5 Focus to create 12 light beams in a 10 radius area. At the end of the next player turn, each light beam will explode in a 3*3 area, dealing damage to units in the area.

Stasis Bomb - Consuimes 2 Focus to activate Statis on a target. Stasis is removed when an ally moves beside the target, or after 4 turns. When stasis is removed, a 3*3 explosion occurs on the target's tile, dealing (1/4/7/10) damage (based on number of turns under stasis). Targets cannot bleedout or die from Stasis Bomb.

Summon: Advent - Summons 2-4 Advent troopers and 1 Advent Officer. Occasionally replaces troopers with lancers or priests.

Summon: Alien - Summons 2 Sectoids, and 2 Berserkers or 2 Cryssalid. Occasionally replaces sectoids with a single gatekeeper.

Learnable skill - Passives (Learns 1 every 3 months. Max of 3 skills)

Psi Shield - Gains immunity to all psi based attacks.

Constant Meditation+ - Gains 1 more focus each turn.

Counter Blast - Warlock will fire a wave of psi bolts at the first target that shoots him. Can only be used if Warlock is undamaged this turn.

"You chose to escape? Not a bad choice. I can't have you dying to my brother's madness."

"So, how was his full power? I wasn't looking. Did any of your precious troops die?"

"Well, he'll be looking for you. Please come to me before that happens. It'll be a little inconvenient if I have to steal you from him..."

Final Form Skills (240 hp, immune to fire, poison and acid, 12 mobility, 0 defence)

Holy Citadel - Warlock turns a 13*13 area into his domain. Warlock gains max focus at the beginning of each turn when he is in his Holy Citadel. Replaces Holy domain.

Holy Judgement - Warlock grabs an adjecent target, dealing damage equal to the target's max health. This skill cannot kill the target.

Warlock does not escape. You need to either kill him, or escape using the ascension chamber. Evac will be at spawn point. Warlock will chase you if you try to escape. Warlock recovers hp equal to 20% of his max hp every week.