XCOM 2
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The Shocktrooper Class
   
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Feb 23, 2016 @ 7:50am
Mar 25, 2016 @ 3:18pm
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The Shocktrooper Class

Description
***Long War Studios SMG pack is HIGHLY RECOMMENDED***
If you play on legendary, a tweak to the SMG upgrade costs in the SMG pack .ini files is highly recommended. I recommend changing the legendary upgrade costs found in XComStrategyTuning to be more in line with shotguns.

Big thankyou to a8a who provided the class icon!

Nexus Version: http://www.nexusmods.com/xcom2/mods/427/?

New Class With Completely Unique Ability Trees!

Trained in marksmanship and rapid assault tactics, Shock Troopers are fearless frontline soldiers who bring mobile firepower to the battlefield. Armed with SMGs and an experimental light flame projector, Shock Troopers are specialised in fast moving operations and hit and run attacks.

Shock Troopers are armed with SMGs and a brand new secondary weapon, the ‘FireStarter’ - a light flamethrower. They are highly mobile and dangerous when positioned well and allowed to take advantage of flanks and their multiple AoE attacks. They are also capable of inflicting multiple debilitating effects upon their enemies, making them effective at crowd control and allowing them to manage the desperate struggle of frontline fighting. A Shock Trooper is encouraged to always be on the move and finding opportune positions from which they can land satisfying critical hits on key targets or lay waste to swathes of terrain with a flamethrower. Plus, play with one and you’ll be likely to see the adorable Viper panicked animation!

The aim of this mod is to create a fun to use class that doesn't step on the toes of any other class roles. The result is a mobile damage dealing class with some interesting threat management techniques and that is effective at attacking multiple targets in fun and varied ways. I've tried to keep balance in mind, and the Shock Trooper should hopefully be no more effective overall than any of the other classes. With the Blitz tree, a Shock Trooper utilises the FireStarter and his rifle butt to reliably inflict debilitating effects on enemies, weakening and panicking enemies. Along the Marksmanship tree, a Shock Trooper learns a variety of techniques that enable powerful surgical strikes, useful multi-target attacks and an increase in survivability. Overall the Shock Trooper specialises in a frontline interference or cleanup role.

Note: In order to let people play how they want and also not strictly require the SMG pack to function, Shock Troopers are able to equip basic rifles. However if you choose to use them you may find the Shock Trooper is rather effective with their marksmanship skills, and suffers from a lack of mobility with which to take advantage of the FireStarter and flanking abilities. I genuinely don’t know how balanced it could be, but I am a little curious if someone wanted to try it and tell me.

Abilities:
Note: numerical values for many abilities are configurable in XcomShocktrooperAbilities.ini.

Squaddie: Momentum and Flame Burst
Momentum will grant the Shock Trooper a dodge boost if they moved in the last turn, encouraging constant movement.
Flame Burst is the FireStarter’s basic attack, attacking in a short line. This attack will not set fire to terrain, but it does have a chance to burn and disorient targets. 2 turn cooldown.

Corporal: Penetrating Burst and Preparedness
Penetrating Burst is a SMG attack along a straight line, allowing the Shock Trooper to hit multiple enemies and enemies out of line of sight. Consumes 2 ammo, and has a 3 turn cooldown.
Preparedness is a passive survivability boost, increasing health and stun resistance, and granting a point of armour.

Sergeant: Adrenaline and Room Clearer
Adrenaline provides a 1hp heal and a boost of 10 to dodge, crit and aim to the Shock Trooper. It is a free action with a 3 turn cooldown.
Room Clearer is a more advanced attack with the FireStarter, affecting a short cone and adding a chance to panic targets. 3 turn cooldown.

Lieutenant: Take Them Down and Spray and Prey (Its a bad pun not a typo)
Take Them Down marks a target as a free action, increasing critical chance against them by 5% and increasing critical damage they take by 2. The debuff lasts for 2 turns and the ability has a 3 turn cooldown.
Spray and Prey is an SMG attack that hits all enemies in a short but wide cone. consumes 2 ammo, and has a 3 turn cooldown.

Captain: Walk It Off and Tackle
Walk It Off allows the Shock Trooper to avoid death once per mission, instead healing to 2 hp.
Tackle is a dashing melee attack that deals no damage but stuns the target for a turn. Even if the Shock Trooper dashes to the target, Tackle will not end the turn and consume only one action point. Has a 3 turn cooldown.

Major: Focused Aim and Napalm Canisters
Focused Aim passively increases the damage an SMG inflicts on a critical hit by 3 (configurable in the .ini), and gives an aim boost with the SMG of 5.
Napalm Canisters make the Shock Trooper immune to fire, and also add 2 critical damage to the FireStarter. Without Napalm Canisters, the FireStarter can crit, but will do no additional damage. This additional damage is also applied to the burn damage if a target is inflicted with burning on a critical hit.

Colonel: Bullet Time and Set The World On Fire
Bullet Time allows the Shock Trooper to fire their SMG at all visible enemies in one action. Uses 3 ammo, and has a 4 turn cooldown.
Set The World On Fire sprays the FireStarter in a large and wide cone, with an increased chance to disorient, burn and panic targets over Room Clearer. 4 turn cooldown.

GTS Perk - Tactical Advantage - gives a +15% critical chance on all flanking attacks.

In terms of balance, I am eager for feedback from everyone! Numbers are easy to tweak, so please make your voice heard if you think something is overtuned or undertuned.
Popular Discussions View All (1)
3
Aug 12, 2016 @ 9:17pm
Update for the Shocktrooper
Hupfstrudel
167 Comments
Zulustapster Jan 20, 2020 @ 7:21pm 
Why can this class not equip armor?
27 Year Old Pickle Brine Nov 24, 2019 @ 10:09am 
Why can't this class equip armor that isn't above kevlar? It's annoying.
RagingBlizzard Jan 5, 2018 @ 11:33am 
i did do the verify thing and was stil going
RagingBlizzard Dec 12, 2017 @ 6:48am 
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!
Alpha115 Sep 24, 2017 @ 2:03pm 
Hey guys I tried my best to port this class mod to WOTC. Just look for it under classes in the workshop to find it.
Aklyon Sep 8, 2017 @ 12:27pm 
It really could do with a WotC port, yea
Lelouch_vi_Britannia Sep 5, 2017 @ 9:16am 
One of the best user-made classes.
Also, need a porting for WotC.
She_Who_Punches_Bugs Sep 1, 2017 @ 4:36pm 
So, playing about with the class a bit and I have to say. It's surprisingly effective against psionics primarily due to the flame thrower being able to disorient them.
feo. Aug 5, 2017 @ 4:11am 
for the armor and AWC fix just add lines below after "+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="customflame")"

in the XcomClassData.ini in the mods config folder:


+AllowedArmors=soldier
+bAllowAWCAbilities=1
Krain Aug 4, 2017 @ 10:16am 
Does anyone know why doesn't Preparedness stack with armoured vest and armour in general?