XCOM 2
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Guerilla Class
   
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18 Mar, 2016 @ 10:32am
24 Mar, 2016 @ 9:54am
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Guerilla Class

Description
This is a new class with completely unique abilities and custom FX that is designed to fit a more defensive oriented role in a squad.

Nexus Version: http://www.nexusmods.com/xcom2/mods/507/?

Changelog: Fixed an incompatibility issue with the Infantry class, and added a customisable damage penalty to Airburst Rounds.

The incompatibility with the Infantry class is now completely fixed. If you started a campaign with the first ever version of this mod (There were about 300 subscribers I think) then the ‘Easy pickings’ ability may be broken or lost in that campaign. If you were to use version 1.2 from the nexus, this issue would be resolved (but that version still has a minor issue with the Infantry class, so once that campaign is done I’d recommend returning to the current version).

With a large selection of gadgets and tools in place of a secondary weapon, a Guerilla provides a team with various defensive options and utility that is otherwise unavailable to a commander. For example, they can provide armour, shielding and powerful buffs to themselves and their squadmates, allowing a commander to adopt more defensive or slow moving strategies. Alternatively, the Guerilla has access to a variety of specialised offensive equipment such as airburst rounds and an underslung shreddergun, earning them a supportive mid range combat role.

Balance is of utmost importance to me and I endeavor to keep my classes in line with the vanilla ones. I am very eager for feedback as to the effectiveness of the class so that I can make any necessary tweaks to keep the class balanced.

The aim of this class is to provide the player with soldiers who can provide a solid backline to a squad, with defensive options and also some fun and extreme offensive measures. I have attempted to create a class which does not fulfill the exact role of any existing class, but provides its own unique utility for a commander to use. I would love to hear any thoughts as to how successful or unsuccessful I have been, and am keen to tweak and balance the class to get it as perfect as possible.

A summary of the abilities follows. Note any value marked with * is configurable in the XcomGuerillabilities.ini file.

Target Scan: The Guerilla uses an advanced targeting computer to sweep a large area, marking targets until the end of the turn. Attacks against marked targets receive a +15* aim and a +5* critical chance bonus. 2 turn cooldown.

Trauma Plates: The Guerilla brings additional armour plating that can be applied to a soldier in the field, granting them 1* point of armour but -2 *mobility. Has 2 uses per mission and costs no actions to use, though can only be used in the first 2 turns of a mission.

Easy Pickings: The Guerilla takes advantage of elevated positions, gaining a +10* critical chance against enemies lower than them.

Airburst Rounds: The Guerilla fires a volley of highly advanced rounds that explode in midair near their targets. Makes an attack on targets in a small radius, with a -1* damage penalty and a 50%* chance to stun on a hit. 3* uses per mission.

Rally: The Guerilla rouses and inspires their allies in a small radius, providing a boost to mobility, critical chance and will until the end of your next turn. 3 turn cooldown, provides 5* mobility, 10* crit and 20* will.

Personal Defense Matrix: The Guerilla utilises a P.D.M to generate a personal shield. The shield absorbs 4* damage and expires after 3* turns. 4* turn cooldown.

Overwhelm: The Guerilla makes an attack that costs 1 action but does not end their turn. Additionally, gain +10* critical chance until the end of the turn. 2 turn cooldown.

The Nuclear Option: The Guerilla equips an underslung rocket launcher capable of firing an immensely destructive projectile once* per mission. Destroys almost any terrain in a huge area, and deals either 3, 5 or 7* damage depending on weapon tier. Use with caution.

If It Bleeds..: The Guerilla equips an underslung shreddergun that fires lethally sharp rounds. On a hit, deals weapon damage -3 in a short cone, but if an enemy is already wounded they take an additional 5* damage. 2* uses per mission.

Good Eye: The Guerilla specialises in mid-range engagements, gaining a scaling aim bonus depending on range to a target. Bonus scales from 0 at 0 or 30 range to +15* aim at 15* range.

Reactive Armour: The Guerilla equips specialised armour plating, gaining 2* armour and a -20* chance to be critically hit by an attack.

No Quarter: The Guerilla channels their anger into a mighty melee strike, with a +30* hit chance. If a target is below half health and also below 10* health, they are executed. Otherwise has no effect. 5 turn cooldown.

Aegis: The Guerilla overcharges the P.D.M to generate shields for nearby allies. Provides a 5* health shield to nearby allies but not to the guerilla. Shield lasts 5* turns and does not stack with itself. 2* uses per mission.

GTS Perk: Folk Hero: XCom's guerilla force have become legend, striking fear into alien hearts and inspiring those who fight for humanity. All soldiers on a mission with a Guerilla gain 5* defence.

Please let me know what you think of the class, and how effective and fun it’s been for you.

Known ‘features’: sometimes the standard sound effect is played along with the intended ones when using airburst rounds, if it bleeds or the nuclear option. Will see what can be done about it.
153 Comments
Ex0du5 25 Dec, 2018 @ 1:17pm 
@femacam We've all had that problem, I posted a workaround a while ago but I'll post it again for you.

Use your favourite text editor or notepad++ to open the following

\SteamLibrary\steamapps\workshop\content\268500\647619537\Config\XComClassData.ini

Look for the line - +SquaddieLoadout="SquaddieGuerilla"

Between that line and the next one add the following -

+AllowedArmors=soldier
+bAllowAWCAbilities=1

This should make it so that the soldier can use all armour, not just kevlar.
It also allows the class to learn AWC abilities.

I hope that helps.
Fernacam 24 Dec, 2018 @ 5:37pm 
This class does not use any type of armor, or is my game with a bug?
Ex0du5 26 Oct, 2018 @ 11:05am 
I'm afraid my time has been lost due to health reasons. I thought I'd have it all sorted but I've barely had chance to touch it. Sorry all. If anyone is skilled in coding and wants to continue the project themselves please feel free. I'm not sure when I'll be well enough to do much with it.
daggerrat 24 Oct, 2018 @ 9:09pm 
I would also like to see this class in WOTC it's nuke feature kicks ass on a large scale area :) gotta love those explosions :)
hazekel 24 Oct, 2018 @ 9:23am 
Any progress on a WOTC port yet?
Ex0du5 18 Jan, 2018 @ 11:43am 
That's ok then, yeah, I'm unsure too. Will upload it soon with the fix patched in, sorry for the wait.
daggerrat 18 Jan, 2018 @ 9:59am 
No I'm find with it Ex0du5 I'd made the change myself several times I don't know why it was never setup in the 1st place to have armour
Ex0du5 18 Jan, 2018 @ 8:06am 
@daggerrat - I will definitely include the armour, for now you can fix it using the guide at the bottom of this message. Regarding making the aliens glow.. I think that's beyond me. But the nuke will remain part of the class.

Temporary armour fix, until I patch it.

Use your favourite text editor or notepad++ to open the following

\SteamLibrary\steamapps\workshop\content\268500\647619537\Config\XComClassData.ini

Look for the line - +SquaddieLoadout="SquaddieGuerilla"

Between that line and the next one add the following -

+AllowedArmors=soldier
+bAllowAWCAbilities=1

This should make it so that the soldier can use all armour, not just kevlar.
It also allows the class to learn AWC abilities.

It works for me. Needless to say, if you're not confident then backup the file first.
daggerrat 18 Jan, 2018 @ 6:47am 
Awesome. been waiting for this class and the Jedi class to get ported to WOTC, btw can you make sure this class gets all the amrmour? They get killed to easy and all please keep the nukes make them aliens glow in the dark :)
Ex0du5 18 Jan, 2018 @ 3:57am 
to Rex705 and anyone else interested - I've been working on updating this class with Disabused Sunfish's permission. I've not uploaded my progress yet and I've only recently picked up WotC. I will try my best to get a port out soon but life has been incredibly busy lately. I will post a link here as soon as I have something stable.