
... Ruler Reactions.
Broadly speaking, this can be summarized as 'anytime one of your units acts, the Alien Ruler immediately gets a turn in the middle of your turn'. This summary misses out on a lot of important points, though, not the least of which is that War of the Chosen makes several important changes to Alien Ruler turn mechanics.
So first of all, that 8-14 turns before an Alien Ruler bails I mentioned earlier? Ruler Reactions advance that clock, and indeed are normally going to be the primary advancer of it. In normal play, you're probably going to have an Alien Ruler gone in less than 2 regular turns, whether by killing it, knocking its HP low enough to trigger its retreat behavior, or triggering so many Ruler Reactions they decide it's time to leave.
Second, Ruler Reaction turns only get 1 action point. This has several important implications, not the least of which is that Stun effects have a greater impact than you might intuitively expect since the amount of Stun you inflict is the action points negated: a Stun of 2 will negate 1 full turn on most enemies, but negate 2 full Ruler Reactions. Even aside Stun, though, this means Alien Rulers can't move to a better position and then separately perform a ranged attack from one Ruler Reaction.
Third, Ruler Reactions advance the Alien Ruler's personal 'clock' like a proper turn for most purposes, which is to say that if you inflict 3 turns of Burn on an Alien Ruler and then provoke a bunch of Ruler Reactions they'll take damage three times and then be clear of the Burn. The only exception is Stasis, which suppresses the Ruler Reaction mechanic entirely, and of course then terminates under normal turn 'clock' rules. (Stasis makes Alien Rulers a lot easier: if you play the game a lot without owning Alien Hunters and come to disdain Psi Operatives, then buy Alien Hunters, you should give Psi Operatives a second chance)
Fourth, if an action doesn't expend action points, this always means it won't provoke a Ruler Reaction. (At least, I haven't discovered an exception) Surprisingly this includes conditional modifiers: a Hair Trigger refunding action points will prevent that particular shot from triggering a Ruler Reaction, Serial or Reaper-the-skill-backed kills won't trigger Ruler Reactions either, and mercifully this extends to successfully Headshotting Lost not triggering Ruler Reactions. (It would be a horrible nightmare if clearing out Lost wasn't exempt...) Note that this includes the Distraction Hacking reward, which refunds your entire squad's action points: if you find yourself in a position of being guaranteed to succeed at Distraction, it's absolutely worth performing that Hack if an Alien Ruler is active and your squad is getting low on action points.
Fifth, Concealment protects against Ruler Reactions. Note that an action that breaks Concealment will trigger a Ruler Reaction (Unless the Alien Ruler was inactive prior to breaking Concealment!), and in War of the Chosen Shadow risking breaking will provoke a Ruler Reaction even if Shadow didn't actually break. (ie you're free to toss Claymores, shoot Claymores, or use Sting) To be clear, Silent Killer is no protection: a regular shot will trigger a Ruler Reaction, even if it was guaranteed to hit, guaranteed to kill, and resultantly had a 0% chance of breaking Shadow. The Shadow gauge appearing always means that particular action will trigger a Ruler Reaction.
Sixth, Overwatch Fire doesn't trigger Ruler Reactions. Entering Overwatch will provoke Ruler Reactions, but reaction fire occurring is safe. One quirky implication of this is that the Berserker Queen and Archon King are, uniquely, enemies that don't use Cover but are worth setting up an Overwatch ambush on.Seventh, note that once-per-turn reactions like Bladestorm do not 'reset' with Ruler Reactions: if you have a Bldestorm Ranger use the Katana to Slash an Alien Ruler and then trigger a bunch of Ruler Reactions, what will happen is the Ranger will Slash, Bladestorm in response to the Ruler Reaction the Slash provoked, and that's it, you're done Bladestorming until you actually end your turn.Then there's those differences between the base game and War of the Chosen I alluded to.
Broadly speaking, it's straightforward enough to say War of the Chosen made Ruler Reactions less general. As for specifics...
First of all, line of sight: in the base game, if an Alien Ruler is active and any enemy can see a given soldier acting, that action will trigger a Ruler Reaction if it isn't one of the previously-mentioned exceptions. In War of the Chosen, the Alien Ruler must personally witness the soldier acting to Ruler React, though note that even a brief glimpse of part of the action counts: a Ranger who Slashed an enemy, with this starting and ending outside the Alien Ruler's sight, would still trigger a Ruler Reaction if the Ranger passed through the Alien Ruler's vision for even a single tile. Similarly, if the action directly destroys terrain such that the Alien Ruler can now see the soldier, this will provoke a Ruler Reaction even though the soldier was never seen acting by the Alien Ruler: be careful when taking inaccurate shots or using terrain-wrecking tools like grenades.
This is a huge difference. In the base game, an Alien Ruler stumbling into an ongoing fight forces you to immediately divert your entire squad's attention to the Alien Ruler, even if the Alien Ruler can only see one squad member. Only Squadsight actions might let you act on enemies without provoking Ruler Reactions. In War of the Chosen, a more spread-out fight can result in you getting the opportunity to clean up stragglers before focusing on the Alien Ruler properly, instead of basically having to leave multiple hostiles alive and in a position to torment your squad.
Second, in the base game any action that harms an Alien Ruler will provoke a Ruler Reaction, even if no enemy could see the acting soldier. ie having Sharpshooters snipe Alien Rulers, Specialists use Combat Protocol from beyond line of sight, Grenadiers lob grenades from behind large trucks, and so on, will all provoke Ruler Reactions if the Alien Ruler is hurt by them. (It very specifically requires harm occur: a Sharpshooter missing an Alien Ruler at Squadsight ranges is fine, so long as no other enemy had sight on them when they fired) They're not very smart about using their Ruler Reactions if they can't see anyone, as they'll just wander randomly instead of moving to where the damage came from the way you'd expect, but this does mean it's mildly risky to have a Ranger spot for a Sharpshooter while Concealed: the Alien Ruler may stumble into revealing the Ranger.
War of the Chosen removing this qualifier is... very exploitable, unfortunately. There's the obvious point of it letting you do lots of safe, 'free' damage under the right conditions, but less obvious is that it lets you cheese their escape mechanics. In the base game, successfully arranging to snipe an Alien Ruler is helpful, but they'll inevitably run away if they weren't already quite low on health, limiting how effective such a tactic is. In War of the Chosen, if you're under no time pressure from the mission itself and set up a Concealed spotter+Sharpshooter sniping from Squadsight ranges, you can take any Alien Ruler from full to dead with zero risk. (Aside the possibility of another pod patrolling into your squad and messing this up, but that may well be irrelevant; maybe you've killed everything else on the map, for example) Admittedly, that could be viewed as a positive if you just really hate fighting Alien Rulers and would rather cheese them...
Third is the consideration of a normal turn. In the base game, Alien Rulers get a regular 2-action-point turn during the regular enemy turn, on top of Ruler Reaction turns. In War of the Chosen, they do not get a regular turn. Caveat: I've had Alien Rulers get full turns at times in War of the Chosen, particularly when I've tried to stall so they don't escape through their portal... but not every time. I'm not sure what the pattern is. It feels like the Archon King is particularly prone to this, but I'm honestly not sure that's a real trend. So avoid making plans that fall apart if the Alien Ruler gets a full turn, just in case.
I don't really get this particular change, and genuinely have to wonder if it's an accident, a side effect of some other change. In any event, I don't like it even aside the glitchy inconsistency of it, as the primary effect it has is to create even more ability to exploit Alien Rulers: if you end up in a situation where you know exactly where they are but they can't see any of your squad -which can easily happen via Target Definition, less easily by using a Concealed soldier to find their exact location after they've ended up out of sight, or everything happening to line up so they moved into a narrow blind spot during a Ruler Reaction- you can do a bunch of free damage in complete safety. Indeed, this is part of why you can just Squadsight Alien Rulers from full to dead so easily in War of the Chosen -even if the base game didn't have out-of-sight damage trigger Ruler Reactions, the Alien Ruler would still get a regular turn to wander around and potentially break the setup.
Fourth, War of the Chosen has made a few action-point-spending abilities exceptions that don't trigger Ruler Reactions. Skulljacking, Skullmining, picking up loot, and most crucially reloading are now safe actions to perform around Alien Rulers. This last point is a substantial boost to the Bolt Caster, making the need to reload between shots much less of a flaw, and more broadly makes Auto-Loaders less important. (A Free Reload never triggers a Ruler Reaction, unlike a regular reload in the base game)
This is actually casually editable via an exposed config file. (XComGameCore, inside the DLC2 folder) If you know the internal name of an ability and want it excluded from Ruler Reactions, you can just edit this file yourself. Maybe you hate how healing soldiers can put you in the hole when fighting Alien Rulers, for example.
The primary reason I mention the file, though, is that you can look in the base-game version of this file and see reloading is in the list of exclusions... but commented out. So apparently they did consider making reloading an exception to Ruler Reactions all the way back in the base game, but changed their minds for... some reason. Even though Ruler Reactions triggering on reloads really hurts the Bolt Caster, where a notable chunk of the Bolt Caster's appeal is its utility against Alien Rulers!
This causes me actual pain to know. Hopefully you now share my pain.
Anyway, fifth, the Lost never trigger Ruler Reactions. Thankfully. It would be really horrifying if they did.
I'm not sure if the Resistance soldiers that help you in the new variation of Retaliation missions are also exceptions. I suspect the answer is yes, given the narrow focus of the mechanics on your soldiers, but it hasn't cropped up in any of my own runs as yet and isn't clearly stated in any of the files I've dug around in, so I don't know for sure.
Ruler Reactions are the element of Alien Ruler design where my feelings are most mixed. On an abstract design level, I think it's a clever solution to resolving one of the problems tactical games often struggle with. Tactical games often want to have powerful boss enemies that can threaten your entire team singlehandedly, and the usual approaches to making such bosses dangerous -such as giving them monstrous statlines- pretty much always have layers of problems that can largely be traced back to the fact that the fundamental combat system is built around groups of units fighting other groups of units. Ruler Reactions is conceptually an elegant way of cutting the Gordian knot, making a boss roughly equivalent to your squad by virtue of getting to act for each member of the squad.
Unfortunately, in actual execution it's a surprisingly awful mechanic, between inherent jank to the idea, some questionable specific decisions to the mechanic, and some more fundamental problems with how it intersects with XCOM 2's broader mechanics.
First of all, the way it intersects with pod activation mechanics is horrible, particularly in the base game where Ruler Reactions are basically guaranteed to trigger off of any soldier acting. The pod activation mechanic has always had issues with mild differences in choices having a bizarrely swingy impact on gameplay, where literally a difference of 1 tile of movement can decide whether an enemy pod wanders into sight and does nothing useful or you pull the pod during your turn and every member gets a full turn to attack your squad, but with an Alien Ruler even pulling a pod with your first move can go horribly wrong if your squad isn't perfectly positioned to immediately and efficiently take on the Alien Ruler.
Exacerbating this first issue is the decision to have Alien Ruler spawn behavior deliberately angle to make them your final encounter in the mission. If the game endeavored to have them be your first encounter, you'd spot them while Concealed and have the opportunity to get into proper position without it triggering a bunch of Ruler Reactions. I get why they didn't do this -it would let you use Overwatch ambushes to do a lot of damage with no Ruler Reactions, rapidly triggering their retreat without really engaging with them as real enemies- but the point is that having them show up last makes it a lot more likely you'll end up pulling the pod without being properly ready for it and have what really ought to be a minor error magnify into a huge problem.
This is all particularly egregious in the base game, as any soldier performing almost any generic action will almost always provoke a Ruler Reaction...
... but War of the Chosen's tweaks, while it's good they significantly reduce the pressure put on the player, have the unfortunate result of making it so the most important thing when fighting Alien Rulers is knowing how to game the Ruler Reaction mechanic, arranging to maximize damage with a minimum of Ruler Reactions triggered via exploiting fiddly details of line of sight, tossing grenades from around corners, etc. Among other points, the order you do things ends up bizarrely important in not-immediately-intuitive ways: having a Specialist heal someone, for example, can be counterproductive if the Alien Ruler can see that Specialist right now, since it will trigger a Ruler Reaction, potentially more than undoing the heal. Thus, a Specialist who is currently out of line of sight can heal safely, but if you trigger a Ruler Reaction first and they move so they can see the Specialist, suddenly this is a bad idea, a distinction that doesn't apply to normal combat.
Part of the problem is the unevenness of action point significance. XCOM 2's default design is that a unit gets one 'productive' action point expenditure per turn, in the sense that moving is only indirectly useful to winning fights and is one of the only default actions that doesn't end the turn. The player moving a soldier to flank and then shooting will trigger two Ruler Reactions, both of which can be spent on 'productive' turn-ending actions: the action economy is thus actually stacked against the player in a fairly significant way. I honestly don't think regular movement should've triggered Ruler Reactions: the action economy of Ruler Reactions would be much closer to parity if pure movement didn't trigger Ruler Reactions.
The game does try to counterbalance things a bit, with the Alien Rulers having AI quirks and mechanical quirks that attempt to prevent them from just spamming turn-ending attacks every Ruler Reaction, but these... don't work very well, though I'll be discussing this topic more when covering the individual Alien Rulers.
Correlated to this action economy issue is that the Ruler Reaction mechanic has the very odd effect that a player has to decide whether a given action is even worth performing. In normal combat, you might decide against a given action as eg a waste of ammo, or inferior to an alternate action the soldier could be performing, but you will almost never have a soldier actually skip their entire turn. With an Alien Ruler about, suddenly stuff like Quickdraw spreading its damage across multiple actions can make it undesirable to take said shots, and any class taking shots with middling accuracy is a very different, much more dangerous gamble than in normal combat.
This is janky in and of itself, but what makes it worse is that it isn't completely displacing regular mission dynamics. This issue is, in a metaphorical vacuum, weird but not bad: fighting a lone Alien Ruler without context is a different experience, but this differentness is arguably appealing if we're willing to ignore points like how some classes suffer badly against Alien Rulers and others hold up fine. However, you still spend most missions under time pressure, where skipping turns outright can fail you the mission even if turn-skipping is strictly optimal for fighting the Alien Ruler, and if there are other enemies about skipping turns gives those enemies more opportunities to act, a lose/lose situation. Notably, past your first encounter Alien Rulers will always have regular escorts, ensuring that if you don't get lucky with Overwatch fire this issue will exist!
Ultimately, the main reason War of the Chosen makes Alien Rulers much more tolerable is that Integrated DLC lets you very reliably substantially bypass the Ruler Reaction mechanic, rather than successfully re-tuning it to be a properly engaging, fair challenge. If you don't run with Integrated DLC, War of the Chosen still has Alien Rulers frustrating, uneven experiences where things that shouldn't be a big deal can get people killed and missions failed, just less often than in the base game.
On the plus side, when War of the Chosen returned to the concept of recurring super-elite bosses, it didn't try to implement a new variation on Ruler Reactions.
On the minus side, I have doubts the XCOM series is liable to ever return to the Ruler Reaction mechanic, even though it's a very solid core idea and could have been tuned much closer to fair just by doing things like not making regular movement trigger Ruler Reactions. Fundamental mechanics changes could also help a lot, by which I mean that Chimera Squad does away entirely with pod activation as a mechanic and so could've implemented something like this without running right into one of the worst problems... but Chimera Squad didn't try to bring back Ruler Reactions, as a concrete illustration of 'XCOM is probably never touching this mechanic again, not even if Firaxis makes a game it would fit into perfectly'.
Alas.
Returning to more hard mechanics commentary, it's worth pointing out the Alien Rulers have a couple AI restrictions that have important implications in connection to the Ruler Reaction system.
The first of these is that Alien Rulers hate attacking soldiers who are currently debilitated. (Suffering from any negative status effect whatsoever) Strictly speaking, this is actually a broad AI rule of thumb, but most enemies give relatively little weight to this, where eg a Stunned soldier in the open will be shot at over a healthy soldier in Cover. Alien Rulers give a lot more weight to it, where if their options are 'attack an afflicted soldier' and 'perform no useful offensive action', they'll usually ignore the afflicted soldier, preferring to advance on the rest of your squad or the like. I'll be going into the exact implications a bit more with individual Alien Rulers, but it's something to keep in mind broadly.
Second, Alien Rulers are coded to heavily prefer to spread their attacks around. Again, this is actually a general AI truism, but one that for most enemies is easily overruled by other factors, where eg a soldier flanked by multiple enemies is probably going to be shot by all of them if none of your other soldiers is exposed... whereas Alien Rulers will often do stuff like attack one soldier, then on their next Ruler Reaction notice that particular soldier is the only person they can currently attack... and still refuse to attack them.
On the plus side, this means it's actually pretty rare for them to kill one of your troops, since they won't usually pile damage onto one target. On the minus side, this means they tend to screw up a sizable fraction of your team if you don't successfully drive off or kill them basically instantly. This is especially painful in hard timer missions, where messing up the entire squad may have more dire consequences than having one soldier go down. (eg the entire squad is lost because nobody makes it to the Evac point in time)

These bits of AI behavior also connect in an interesting way to my suspicions that the Alien Rulers were originally meant to be more Predator-esque figures, as the resulting highly sub-optimal behavior is... actually very much in line with what I'd expect an overconfident sport-hunting monster to do, in terms of being a fighting style that attempts to show off one's superiority over the enemy instead of, you know, killing them dead.
It's one of the lightest bits of evidence pointing toward the 'Alien Rulers were supposed to be Predator figures' theory, since the behavior in question is regular AI behavior and is yet another example of the game doing behind-the-scenes stuff to make the game easier on you: I wouldn't be at all surprised if the devs never actually thought about these AI routines in terms of in-game representations of personality and just did it to make Ruler Reactions less overwhelming of a mechanic.
But it's not inconsistent with the theory, either.
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With these broad points out of the way, next time we'll be covering the first of the Alien Rulers: the Viper King.
See you then.