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SurgeonforLWOTC
   
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10 Aug, 2024 @ 11:42am
8 Oct, 2024 @ 2:54pm
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SurgeonforLWOTC

Description
The Surgeon

Masters of the sniper rifle and the arc thrower, Surgeons keep your team alive through proactive *and* reactive means. Be it through sharp Overwatch shots, quick and judicious use of an Arc Thrower, or a well-timed medkit, a Surgeon can be counted on to support their team. In addition, they can be surprisingly hard to hit.

The Surgeon is meant for the Mod Jam LWOTC environment, and may encounter balance troubles in other environments. LWOTC is required to use this class.

The perk tree of the Surgeon is as follows:

Starting Perks
  • Stun: stun an enemy with your Arc Thrower.
  • Paramedic: equipped medkits have two extra charges. May use a medkit as a non-turn-ending dash move.
  • Squadsight: may shoot at targets beyond vision range with primary weapon, so long as an ally has line of sight to the target and a clear line can be drawn between this soldier and the target

Lance Corporal
  • Field Surgeon: Reduces wound timers by 1 hp.
  • Ready for Anything: after taking a standard shot, go on overwatch automatically.
  • Steadfast: this soldier is immune to panic.

Corporal
  • Advice: Grants an ally bonus crit chance for a turn.
  • Covering Fire: overwatch shots can trigger on enemy offensive actions, and impose a -15 aim penalty to enemies they are targeted at.
  • Stun Gunner: gain +20 aim with your arc thrower

Sergeant
  • Shadowstep: you are immune to reaction fire.
  • Open Fire: gain +10 aim and crit against targets at full health
  • Blurred: gain bonus defense and dodge against attacks from enemies further away from you.

Staff Sergeant
  • Quick Patch: using a medkit is a free action.
  • Avenger: Once per turn, fire a reaction shot against a target that shot at an ally.
  • Booster Shock: Using your arc thrower, grant an ally a bonus move action and shadowstep for one turn.

Tech Sergeant
  • Combat Presence: grant an ally a bonus action. 4-turn cooldown.
  • Cool Under Pressure: overwatch shots gain +10 aim and can crit.
  • Quick Zap: activate as a free actionto make your next arc thrower shot this turn a free action. 6-turn cooldown.

Gunnery Sergeant
  • Second Wind: using a medkit on an ally grants them a move-only action point.
  • Fearsome: critical hits have a 33% chance to panic all enemies within six tiles of the enemy that was hit.
  • Devil's Luck: You are immune to the first attack each mission.

Master Sergeant
  • Scouting Report: gain +1 intel* per turn, up to a maximum of 5. allies gain +1 aim and defense per point of intel. Can spend five Intel to perform a "Decisive action", refilling a targeted ally's AP**
  • Chasing Fire: once per turn, fire a reaction shot at a visible enemy that was just attacked by an ally.
  • Chain lighting: Stun up to four targets within six tiles of a targeted enemy.
*intel is a mission-only resource, and is not preserved between missions or converted into the Intel resource after a mission is complete.
**This does not grant bonus AP, so if you use Decisive Action on an ally with 1 AP remaining, they will gain 1 AP.

Xcom deck:
The Xcom deck for the Surgeon is located here: https://docs.google.com/document/d/1JtePBqnLOBIMKtLQDATPpT6YVkgLfMDMnA_XUbgcBYE/edit?usp=sharing

Known Issues
None currently

Feedback and critique
Feedback and critique are heavily appreciated. I am looking to improve this class, and am looking for reports on balance issues and potential bugs.
3 Comments
SRW0 21 Oct, 2024 @ 5:56am 
Seems to work perfectly with Ted Jam, thank you for another fantastic class mod.
fzviii 29 Aug, 2024 @ 3:53am 
Started playing. A regular sniper rifle goes terribly well with watch and first aid kits. But a middle-distance hunter's rifle works well. Damage is certainly less than a sniper's. but there's no need for a perfect position. In general, according to the statistics, you need to take into account that this is a second-line fighter. the accuracy is less than that of a sleeper, but you need more mobility, HP and evasion.
i can be wrong
xf100t 15 Aug, 2024 @ 8:55am 
I like the idea of a medic sniper class, I typically have my medics carry medpacs anyway, so that's fine. I'm not sure how the stun gun fits in here; that's typically a front line weapon, but when I finally role one of these in my campaign I guess I can test.