XCOM 2
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RPG Overhaul - Guardsmen and Kasrkin Specializations
   
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1.676 MB
Sep 23, 2018 @ 11:19am
Jun 23, 2020 @ 11:52am
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RPG Overhaul - Guardsmen and Kasrkin Specializations

Description
Features
This specialization pack adds 2 additional specializations from the Kasrkin and Guardsman class mods by Rookie Slime and ultimentra (and one perk from Long War 2) to Musashi's fantastic RPG Overhaul mod. These specializations contain 14 perks which were not previously available in RPG Overhaul.

Specializations
Guardsman
When using the Guardsman's special shots Hot Shot, Overcharge, and Meltagun, be aware that these will overheat the soldier's weapon. While all of these attacks are very powerful and don't end the turn (making it possible to shoot multiple times every turn), the overheated weapon causes offense and defense penalties for 2 turns. This effect can stack!

I realize that this specialization may be overpowered. If you think the balance is off, I am open to feedback.

Rank
Perk
Description
Corporal
Hot Shot
Take an Assault Rifle shot that pierces 2 armor with a slight aim boost and a chance to overheat your weapon, causing defense and aim penalties. Uses 1 action. Does not end the turn. 2 Turn cooldown.
Sergeant
Fervor
Gain an additional action a turn in exchange for 6 mobility.
Lieutenant
Overcharge
Fire a shot that pierces armor and is guaranteed to crit, with a chance to overheat your weapon, causing defense and aim penalties. Uses 1 action. Does not end the turn. 4 Turn cooldown.
Captain
Quick Reflexes
Your first reaction shot each turn is guaranteed to hit. Passive.
Major
Melta Gun
Fire a shot that deals double damage to mechanical targets and shreds up to 3 armor. Uses 1 action. Does not end the turn. 3 Turn cooldown.
Colonel
Memento Mori
Smack a target with your rifle, stunning them, then fire a shot at that target. 4 turn cooldown, resets on taking damage.
Brigadier
Satellite Targeting
Gain Squadsight and +5 aim Passive.


Siege Engineer
Rank
Perk
Description
Corporal
Krak Grenades
Your grenade(s) will shred 1 additional armor and deal 1 additional damage Passive.
Sergeant
Needle Grenades
Your explosives do not destroy loot when they kill enemies.
Lieutenant
Kasrkin Armor
Gain +1 armor and immunity to poison gas and fire. Still susceptible to acid.
Captain
Breach and Clear
Your next grenade toss does not cost an action. 4 Turn cooldown.
Major
Endurance
Gain 5 defense, dodge, and will, along with 2 health. Passive.
Colonel
Minefield
Gain a single use proximity mine and equipped proximity mines gain 1 charge. Passive.
Brigadier
On Guard
Take a shot at any enemy that comes within 8 tiles. Gain 5 defense for each enemy you can see, up to a maximum of 25. Passive.


Known issues
  • Some people have had problems when installing new RPG Overhaul plugins and adding them to existing campaigns, so do this at your own risk. To make sure the perk trees are updated correctly, I highly recommend using shiremct's mod [WOTC] Additional Soldier Console Commands. To rebuild your soldier's perk trees with this mod, go into their armory screen and use the console command "RebuildSelectedSoldiersClass" to refresh the perks and keep the soldier's rank the same.
  • Under certain conditions, the Minefield perk adds more mines than intended (one more, not game-breaking).

Thanks and Credits
Musashi for making RPG Overhaul.
Rookie Slime and ultimentra for making and giving me permission to use the original mod.
Pavonis Interactive for making Long War 2 and all the perks that came with it.
Ketaros for the new class icons.
Paddy11B for providing some awesome screenshots of his Guardsmen and Kasrkin.
Mister Gruffle on Youtube for this fantastic XCOM 2 series which inspired me to start making mods.

The perk trees have not yet been extensively tested and balanced. They are therefore subject to change.
Popular Discussions View All (1)
0
May 1 @ 5:29am
Russian Localisation
Sobaka.Sutulaia
48 Comments
Mackeroni Jan 6 @ 10:27am 
Yeah, this one is pretty nuts. The overheat ones are fine, but all the passives are pretty overpowered.
Krakenous Jun 2, 2022 @ 2:40pm 
Phew, after going through about 100 mods, turns out this was the culprit. No HUGE deal, but for some reason, this mod adds a blank, no text, no cost tactic/ability UI box element to the "GTS" facility right at the very top of the selection. I have just ignored it for now, AFAICT it's not doing anything else functionally wrong to the game thus far.
bstar  [author] Apr 7, 2021 @ 9:03am 
If you're talking about NPSBD, you might want to consider reading RPGO's description. Just deactivate it and you're done.
Sawtooth44 Apr 7, 2021 @ 6:39am 
you might want to consider the mod not being dependant on [WOTC] LW2 Classes and Perks since one of its mods is dependant on a mod that conflicts with RPGO
Zero Apr 5, 2021 @ 2:17pm 
Something for the devs:
Uses XModBase 2.0.1

Could it be upgraded to 2.0.2 or later? Otherwise this mod will be undoing a Highlander fix:
https://x2communitycore.github.io/X2WOTCCommunityHighlander/tactical/GetStatModifiersFixed/
lyra_tcm Jun 23, 2020 @ 6:31pm 
Sorry for the presumption though it was based off of you perk pack for some reason. also hotshot works fine now thanks for the quick change
bstar  [author] Jun 23, 2020 @ 11:53am 
Updated the mod:

The Guardsman's special shots should now be useable at Squadsight range.

@tcmdan When you have time, could you check if it's working for you?
bstar  [author] Jun 23, 2020 @ 11:30am 
Since I did not develop the original class mods, I can't say whether that was intended or not. It's not unusual for special shots to not be useable at Squadsight range. However, because the Guardsman has access to Squadsight, it would probably make sense for the special shots to be able to utilize it.
lyra_tcm Jun 22, 2020 @ 5:55pm 
On the description for hotshot it doesn't mention that it had a range/ can't be active in squadsight range, is this intended?
SabaraOne Apr 13, 2020 @ 6:23pm 
Hey, we do what we can, right? I confirm they're fixed for someone who's not you.