XCOM 2

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DisabusedSunfish

Uploaded by

TheDecisionCrab

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About this mod

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.

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Steam Version: http://steamcommunity.com/sharedfiles/filedetails/?id=647619537


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.

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.