XCOM 2
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Stormtrooper For LWOTC
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5 Dec, 2021 @ 7:22am
27 Aug, 2024 @ 2:05pm
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Stormtrooper For LWOTC

Description
My first class mod, designed for the Long War of the Chosen Mod Jam collection. Use of this class without Long War of the Chosen installed is not recommended, and may lead to the class breaking as several perks and mechanics are dependent on Long War of the Chosen.

Currently everything is very provisional, and I will be changing perks based on feedback.

While the Stormtrooper does not require the Mod Jam modpack to run, it is highly encouraged to use the Mod jam modpack, as the Stormtrooper was designed with the Mod Jam environment in mind.

Description:
The Stormtrooper is a highly aggressive mobile unit, carrying only a bullpup and a flashbang by default. Closing quickly with the enemy, the stormtrooper delivers a high volume of fire from close range, relying on their mobility to stay alive.

Current perk tree is as follows:

Squaddie:
  • Moving Target(this unit gains a bonus to defense and dodge against reaction attacks)
  • Hit and Run(the first shot against a flanked or exposed target each turn grants a bonus action)
  • Flashbanger(this unit gains a free flashbang in their inventory)
Lance Corporal:
  • Fastball(Free action. Activate to make your next grenade throw or launch this turn a free action. 4-turn cooldown.)
  • Impulse(gain +10 aim and crit chance if you moved this turn)
  • Eat This!(gain +20 aim and crit against adjacent enemies, scaling down the further away you get out to six tiles)
Corporal:
  • Shellshock(all grenades have a 15% chance to stun enemies they hit)
  • Run and Gun(activate to take an action after dashing. 4-turn cooldown)
  • Formidable(gain two points of ablative armor. explosives deal 66% less damage to you)
Sergeant:
  • Total Combat(grants the Volatile Mix and Bombardier perks, as well as removing the cooldown on thrown grenades and preventing throwing grenades or using small items from ending the turn. Also grants a grenade-only pocket)
  • Close Encounters(gain a bonus action the first time you shoot at an enemy within four tiles each turn. Exclusive with Hit and Run and Run and Gun)
  • Marauder(standard shots no longer end the turn)
Staff Sergeant:
  • Close Combat Specialist(free reaction shot on any enemy that moves or acts within four tiles. costs two ammo per shot)
  • Implacable(gain a free movement action if you kill an enemy during your turn)
  • Reflex(gain a bonus action if fired on. you are 15% less likely to be critically hit)
Tech Sergeant:
  • Tandem Warheads(explosive grenades and heavyweapons no longer suffer damage falloff)
  • Full Throttle(gain a stacking +2 mobility bonus whenever you make a kill)
  • Evasive(gain 100 dodge against the first attack to hit you each mission)
Gunnery Sergeant:
  • Biggest Booms(all your damaging grenades have a 50% chance to deal +3 damage to any unit they hit.)
  • Hunters Instincts(gain +2 damage on ranged weapons while flanking your target)
  • Thousands To Go(gain a free non-movement action when you kill an enemy once each turn)
Master Sergeant:
  • Packmaster(all grenades and small items in your inventory get +1 charge)
  • Rapid Fire(take two shots at a -15 aim penalty)
  • Untouchable(after getting a kill, the next attack will automatically miss you. triggers once each turn)
Known Issues:
None Currently

Future Plans:
None Currently



Xcom Row/AWC Perks:
a list of awc/xcom row perks for the Stormtrooper can be found here: https://docs.google.com/document/d/1tNSU6JqF1E1mMsQWUqcmbe8NkKxgTMz3a6WiJ6jiBtg/edit?usp=sharing

Credits and Thanks:
Preview Image made by the talented RustyDios.
Modjam Logo created by the amazing Kiruka

Please leave feedback if you want to.
68 Comments
worldsoul15  [author] 20 Feb @ 3:29pm 
you can copy the mod files and use the text editor of your choice to add the perks back to the tree and the pistol slot back in, but it's been long enough I forget the exact process for doing so.
xDreadbloodx 20 Feb @ 9:53am 
is there anyway to add the pistol slot and perks myself just curious
ADVENT Testiculator 11 Sep, 2024 @ 11:17pm 
This guy for me is like a human skirmisher, barring the grapple, but you can get him one later. I appreciate them a lot
worldsoul15  [author] 12 Dec, 2023 @ 4:37pm 
@123nick the Stormtrooper deliberately does not have access to a pistol because they have a very high action economy, and the addition of a pistol to the mix feels like it could tip their damage potential into potentially dangerous territory.
123nick 4 Dec, 2023 @ 8:19pm 
The class doesnt have a pistol slot or any pistol perks- is that intentional? basically every class has a pistol slot / pistol perks as apart of it, the only ones that dont are like, weird ones (akimbo, ones that have a primary meleee weapon sometimes, etc other weird stuff). So stormtrooper not having a pistol slot or pistol perks seems weird, but it could just be that its intentional and for a good reason i dont know yet.
tommy 22 Aug, 2023 @ 12:36am 
it is a great mod ! thanks !
worldsoul15  [author] 4 Jun, 2023 @ 5:39pm 
@Mann with a Pann I have heard all the jokes, I assure you.
Mann with a Pann 2 Jun, 2023 @ 4:55pm 
I see "Stormtrooper" class and immediately think it would be a hilarious gimmick to give them some aim penalty or like just give them a slight chance to "miss" a shot they would have hit.
worldsoul15  [author] 5 Dec, 2022 @ 5:12pm 
@M07 I would try looking at the weapon skin replacer mod. You'll want to be replacing the "Bullpup" category of weapons with the skins for the blasters. Beyond that, I can't help you.
M07 4 Dec, 2022 @ 5:37am 
I love the fact that the Stormtrooper Class cannot take weapons from the Star Wars Blaster mods present in the Workshop.

Is there any way to change it? Even by myself on the mods folder?