XCOM 2
Legacy Samurai Class
DuskNite 3 Apr, 2017 @ 12:19am
Dang it!
Dang it! I was in the process of making this class too! Do you really have to thwart me every single time?

Anyways, i'll help throw in some of my ideas. Maybe you can throw some of them into this class. Might as well, since i'm lazy.

The class in my mind was called a Blademaster. The main weapon is the sword, while the secondary weapon are his throwing knives. He starts with 2 for free, but can equip an accessory called "Knife set" to gain 3 more knives, per set, at the cost of 1 mobility.

Squaddie
Blademastery - Disables to use of a main weapon. The blademaster can only equip a sword, but sword's damage is increased by 2,3,5 depending on rank. Sword attacks shred 1/2/3 armor, and deal 2/3/4 bonus damage to unarmored units.
Fleche - Move slash
Knife Throw - Throws a knife at the target, staggering the target. Staggered targets lose one action. (Basicallty a 1 action stun) The blademaster carries 2 throwing knives, but can get 3 more per set he brings.

(The order goes left tree, right tree, middle tree. I wrote the first 2 trees first, then added the 3rd one)

T1
Lunge - Instead of slashing, lunge at the enemy with a blue move. Pierces all armor, but deals half damage. Requires 1 action but does not end the turn.
Fling - Throwing knives no longer ends the turn.
Parry - The user can block shots fired at the user. The first shot received each turn is blocked automatically.

T2
Lightning Surge - You gain extra crit which stacks as long as you keep moving. For every 5 steps moved, gain 1% crit. Bonus is reset if you move less than 4 tiles in a turn.
Combatitives - Parries all melee attacks with your sword, and counters with your knife. (Deals knife damage.)
Sword Shield - Gain extra dodge depnding on the sword used. (20/30/40) Also, you cannot be flanked.

T3
Bladefury - Once per turn, if you kill an enemy with Fleche, you gain a bonus action.
Disruption - Cast overwatch on a target. If the target does any offensive action, throw a knife at the target. If it hits, the action is canceled. Requires a knife, and consumes it if it is thrown.
Castling - Move beside an ally, and switch positions with the ally.

T4
Finishing Slash - When using Lunge or Fleche, if the enemy has less health than your minimum Lunge/Fleche damage, you slice once again to finish the enemy off.
Stun Shot - Throw a knife at the target so that the butt smashes into it. If it hits, deals minor damage and stuns the target. (Half damage, 2 action stun. Does not end turn if the user has Fling)
Sting - Throw your sword, and pull the target back if you hit it. Requires 1 action. Does not end the turn. Cooldown: 2.

T5
Bladestorm - In addition to regular bladestorm: Once per turn, if an enemy is killed by bladestorm at your turn, gain one bonus movement action. (Extra movement is ONLY applied when an enemy is killed in YOUR turn)
Hidden Stash - Gives the blademaster 2 extra knives, and 1 extra per set. Also gives a knife only slot for the blademaster, which provides double the knives.
Counter attack - When parry is successful, you can fling the bullets back towards the enemy, dealing half the damage of the shot. (Yeah, this was quite lol-ish, i guess. Didnt actually think i could make it, but i didnt think of a replacement)

T6
Rapid Impact - Throw a knife at the target. If the knife attack hits, blink to the target and slash it. If it does not, refunds the action. Requires a knife. Does not trigger overwatch/reaction fire. Can be used while suppressed.
Doubling - When the user lands a knife throw, the user will throw another knife. Applies to stun shot too. (If you land a stun shot, you will double with a regular throw instead of a stun shot)
Provoke - Throws a knife at the target. If the knife attack hits, the enemy can only target the user during the next turn. Costs one action, does not end the turn.

T7
Jagged Edges - All sword attacks inflect bleed and cripple. Bleed deals damage equal to half the slash damage at the beginning of each enemy turn and disables most actions. Cripple prevents the target from moving. Also, ensures that bladestorm always hits, and cannot be parried.
Execution - Throwing knives at targets below 50% hp has 30% increased hit and always crits. Throwing knives at stunned targets cannot miss.
Master - Grants Focus, Defense, Initiate, Guardian and Agility

Focus - Once per turn, gain 30 dodge when receiving a hit. (Parries do not count as a hit)
Defense - Reduce all damage taken by 25% (Damage cannot be lower than 1 for first hit of the turn)
Initiate - The first attack on any target that has not attacked you gains 15% aim and +3 damage.
Guardian - If any ally has less than 50% hp, gains -3 damage taken on every hit. (Damage cannot be lower than 1 for first hit of the turn)
Agility - Increase mobility by 3, and gives one action if you are hit during the last turn.

(T7 is like the mastery ability. Knives has the constant problem of not being able to do enough damage, and Execution fixes that problem mostly, allowing you to do massive damage to low hp targets. Jagged edges prevents enemies from moving away from the blade master, if they survive, and murder them if they try to shoot the next turn. It also prevents Mutons from counter attacking, showing that you are now superior than them. Master simply gives 5 very good utilities, making it a nice choice regardless of your build, but not always as well compared to the specialized abilities)

Last edited by DuskNite; 3 Apr, 2017 @ 1:10am
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Showing 1-2 of 2 comments
Musashi  [developer] 6 Apr, 2017 @ 10:21pm 
Great ideas man! Why you are not making your version of the Samurai?
DuskNite 7 Apr, 2017 @ 6:25am 
1. I'm lazy as ♥♥♥♥.
2. I'm actually tied up with my Final Year Project (still studying). Even without the FYP, I would have 4 subjects to study, so it would take too long for me to finish and release it.
3.... Look at 1.

Well I do have a bunch of ideas for alot of things, but I never have the time to implement any of them (not fully, at least). That being said, if you want some cool or funny or some really lame ideas, I have a list somewhere, I think.

Like, I have a Machinist class i wrote down somewhere. The Left path uses Drones/Turrets, the Right Path uses a companion Mec and the middle path is gremlin crap. Unfortunately, the Right Path is kinda redundant because of Sparks, but I hadnt thought of a replacement for it. (The major problem with implementing this class would be the attack timings of each of the turrets/drones, I think... Also the fact that summons that die count as lost units because XCOM 2 is crap)
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