XCOM 2
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[WotC] PsykerTech Class
   
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24 Apr, 2019 @ 9:42pm
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[WotC] PsykerTech Class

Description
The so called Psykertech is a rare Gifted soldier that has strong telemechanical capabilities. They can power machines and electronics with their psionic energy. This allows these rare individuals to make use of devices that go beyond what we would consider possible with standard tech. They make use of both the templar Shard Gauntlet, and the Gremlin, to hack aliens, computers, and alien computers. They can even power a mini-rocket for extra punch in a pinch. While these soldiers may be rare, they could well be the edge needed against the aliens.

I have always wanted other options beyond the specialist for hacking, and I have always loved the templar lasersword melee. This class is the result of that longing. The class packs a rocket from squaddie level, which is a very powerful tool that early in the game, however the class is difficult to use - the risk of a melee only unit is that they may never actually attack for fear of waking another pod. Still, with good scouting, the Psykertech could be a great tool. By default, there will be only one of these classes in your 'forced deck' but you can freely train more through the GTS.

This class has no GTS perk, and I also make no warranties on the bugginess or otherwise of this class - I am just not a good enough modder.


Thanks to all those in the modding community that patiently answered my questions.

Psykertech Ability List

Squaddie:
Rend - Make a melee attack with your Shard Gauntlets
Arsenal - Equip a heavy weapon - initially rockets are available.
Hack - Use the gremlin to remotely hack computer things
Focus - Build psychic energy when attacking with your Shard Gauntlets

Force Blades Tree::
Deflect - When you have Focus, occasionally deflect an attack
Arc Wave - produce a small AoE effect when attacking with your Shard Gauntlet
Parry - after attacking with your Shard Gauntlet, prepare to parry the next attack you receive
Reflect - When you have two Focus, occasionally reflect an attack
BladeStorm - make a Shard Gauntlet attack against enemies that move adjacent to you
Reaper - while active, Shard Gauntlet attacks do not end your turn if you kill the target.

Mech Support Tree:
Scanning Protocol - Scan for enemies in a large area
Combat Protocol - Zap an enemy with a jolt delivered by your Gremlin
Haywire Protocol - Attempt to shut down or take control of an enemy mechanical unit
Salvo - Using a grenade or your heavy weapon does not end your turn
Shellshock Protocol - your heavy weapon does more damage over a larger area
Capacitor Discharge - Send your Gremlin to shock enemies in an area
21 Comments
Nero 18 Oct, 2022 @ 8:43pm 
XD
Aranador  [author] 18 Oct, 2022 @ 7:04pm 
Oh Mitzu is a top class modder :) If I can salvage my old laptop enough to recover the files, yes I'll release the skirmisher based class, but, Rimworld is about to release a new DLC, so, umm, I might be 'busy' . . .
Nero 18 Oct, 2022 @ 10:02am 
So mitzruti also released a fix for the skirmisher skill anims
So would you ever release that class that uses those skirmisher abilities?
Aranador  [author] 29 Sep, 2021 @ 3:30am 
Awesome. I wish you luck in your war with the Aliens.
KTSingularity 27 Sep, 2021 @ 7:40pm 
It works perfectly with the Templar Gauntlets for Soldiers mod, I really enjoyed playing with this 2 mods, I've been testing ur other mods and I really like them.
Aranador  [author] 26 Aug, 2021 @ 8:47am 
Sounds like good fun ! All the best for your next playthrough :)
XpanD 26 Aug, 2021 @ 8:13am 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for making this.
Aranador  [author] 8 Mar, 2021 @ 2:52am 
So, a mod called Templar Gauntlets for Soldiers, might fix the animation appearance to remove the 'holding invisible gun' thing. I have not tried it out yet, but hey, it might be the magic bullet.
KTSingularity 2 Oct, 2020 @ 11:29pm 
What a shame, hope somebody help u, this mod have so much potential, it is very fun and helpfull
Aranador  [author] 2 Oct, 2020 @ 11:23pm 
As mentioned in the previous post, I do not know how to hook in templar animations to base soldiers. And I have yet to see a mod where someone else has done this for me to blatantly copy. For this reason, I never released my class mod that made use of Skirmisher abilities - I can stomach seeing T-poses in my game, but it just wasn't good enough to publish. At least this mod just looks a little wierd, rather than a lot wierd :P