XCOM 2
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Grimy's Fury Class
   
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11 May, 2016 @ 8:47pm
5 Jan, 2017 @ 9:26pm
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Grimy's Fury Class

In 3 collections by GrimyBunyip
Companion Mods for Grimy's Loot Mod
19 items
Grimy's Class Mods
5 items
Grimy's Modular Overhaul
52 items
Description
Fury Class
The fury is a mobility focused class with a side of psionics.
I've seen a lot of "mobility" focused class mods, but I wanted to make one that really let the soldier bounce around the battle field and take a borderline ridiculous number of actions.

In terms of headcanon, you can think of them as imperfect psionic individuals, who escaped alien experimentation sometime during or after the old war. Since they are imperfect psionics, so they take health damage whenever they try to cast a psionic ability.

This class is psionic, so it CANNOT be trained at GTS until a psi lab is constructed.
It can however, appear randomly out of rookie promotions.

Bonus Feature
Adds 3 new legendary tier upgrades to my loot mod.

=====Abilities=====
Strafing Fire
The Fury's core skill, and the one that enables them to move around the battlefield so much
Can be used after moving
Deals 50% less damage

In terms of details, what exactly happens is whenever you move, you are granted a strafing action point
(You can have at most 1 strafing action point at any given time)
This strafing action point can be spent on strafing fire or a few other abilities from the Fury's skill tree
This lets you do things like take exposed flanking shots before breaking for cover and taking another shot
It also lets you take a large number of shots in a single turn, which synergizes well with holo targeting and shredder

Sustained Fire
Allows you to reload and overwatch using strafing action points.
Provides +12 Reserve ammo if you are using my Attrition Mod

Pyrokinesis
Provides a modified version of soulfire that burns for 1 damage per turn
Costs 1 HP
2 turn cooldown

Soul Tap
Costs 1 HP
Grants 1 standard action point
1 turn cooldown
For the typical class, this would provide some extra mobility but wouldn't let you attack an extra time.
But with the strafing fire ability, a standard action point is worth both an extra movement and an extra strafing fire shot

Reinvigorate
Gain 1 standard action point when healed by a gremlin or medikit

Reave
Provides a modified version of Null Lance
Deals half damage
poisons enemies
Costs 3 HP
3 turn coolcown

Ammo Roulette
At the start of each mission, gain a random ammo upgrade.
This REPLACES any equipped ammo upgrades, Don't bother equipping them if you have this perk.

Will To Survive
Increase HP by 10% of willpower
Increases the value of willpower PCS's and gives you some extra HP to fuel all those psionic abilities

Betrayal
Provides a modified version of domination that controls an enemy unit for 1 turn and grant it 2 action points so it can act immediately.
Costs 2 HP
2 turn cooldown
can be used with strafing action points
Provides 2 additional charges of domination

Spray and Pray
Fire at up to 3 different enemies
Deals 25% less damage
Can be used with strafing action points
Always costs 3 ammo
3 turn cooldown

Dimensional Anomaly
Deals 20-30 damage in a large radius, depending on psi amp tier
Costs 3 HP
1 use per mission
Summons a pod of aliens at the center of the anomaly

The pod of aliens depends on the pods available on the mission
So you won't summon sectopods unless you could have summoned sectopods on that mission anyways
The idea is that you're pulling in another pod from a similar location/situation in an alternate reality
Which means if you use this on terror missions, you could summon civilians. This is intended.

This skill represents a "reroll" on a pod or situation. It deals massive damage, essentially enough to 1 shot entire pods. Let's say you just ran into a particularly nasty pod with a gatekeeper and 2 floaters. You could use this ability and hope to roll a better pod. Of course, you could just end up replacing that pod with another gatekeeper + 2 floater pod, essentially wasting your turn and dealing 3 damage to your Fury.

So you can kind of think of this skill as Hearthstone's recombobulator, but for alien pods!

GTS: Speedster
+1 action point
-4 mobility
204 Comments
blasterscope 26 Apr @ 1:17pm 
dose this mod have problems in vanilla xcom2 with other mods want to know before i subscribe?
President Jyrgunkarrd 20 Sep, 2018 @ 11:59pm 
RIP one of the best mods ever made. :(
RagingBlizzard 12 Dec, 2017 @ 6:49am 
i downloaded lots of mods and when i tried launching it kept saying the same crash msg and then i tried removing the mods i thought wer the cause,when i finally have the remaining mods i used bfore the lots of mods downloaded it stil giving the same bullcrap only by deselecting all the wotc mods was i able 2 launch the game,i xit selected my usual mods and it gave me the same shit so i finally decided 2 uninstal and then installing it again if this doesnt work goodbye wotc 4 the rest of my life!
RagingBlizzard 9 Dec, 2017 @ 7:53am 
new campaign?
EffEmmEll 20 Oct, 2017 @ 7:02am 
Can confirm that this doesn't work under WotC. The abilities don't show up. Would assume the same is true of his other mods.
BlueRaja 6 Oct, 2017 @ 10:13am 
Has anyone tried this in WotC? It might just work.
Enoch 14 Sep, 2017 @ 7:43pm 
Hope he does, this is my favorite class as well.
MaCC165 1 Sep, 2017 @ 2:27am 
all his classes r awesome, but he left xcom2 long ago, maybe he comes back for wotc
[AO]End of Hero 30 Aug, 2017 @ 4:32am 
Any plans for WotC compatibility? It was my favorite class. :)
Andras Zodon 6 Jul, 2017 @ 12:36pm 
Not compatible with LW2.