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[WOTC] NevikTheStoryteller's Superclasses
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Dec 17, 2018 @ 3:09am
Jan 10 @ 5:07pm
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[WOTC] NevikTheStoryteller's Superclasses

In 2 collections by Apple Juice for the Merry
NevikTheStoryteller's Livestream Modlist || (All DLC & 400+ Mods) XCOM 2 War of the Chosen
675 items
[WOTC] NevikTheStoryteller's Superclass Challenge Collection
158 items
Over the course of modding my XCOM 2 game to absurd proportions and livestreaming it through several different themes, I was inspired to create my own especially powerful soldier classes that could compensate for the increased difficulty of my modlist and open unique opportunities for new playstyles and roleplaying campaigns. Thus I have created the Superclasses, tweaking and balancing them over the course of a year, testing their potential thoughout many livestreams, until finally I have now become satisfied that they are complete. Though these classes are made to be overpowered, I have been very careful to do so carefully, giving them balanced weaknesses to match their strengths. After all, a character is defined by their faults just as much as their capabilities. Each Superclass has many potential playstyles, with compatibility for as different many equipment loadouts as possible as a core principle of their design. Not only do most classes have the entire XCOM arsenal (including some mod equipment types) available to them, but some classes can change their style fundementally depending on their loadout, such as the Superclass Crusader's switch from Sword and Shield to Dual Pistols (or other combinations). Each Superclass has 8 ranks of 4 abilities each rank, with enough Soldier AP awarded upon ranking up to gain multiple abilities.

Class Descriptions:

--Superclass Mentalist: "Equipped with little more than Psionic Gauntlet tech and a Psionic Amplifier, the Mentalist is a master of equilibrium between the mind and the body. From solving the tactical puzzles of combat, or in altering reality with the powerful influence of their mind, the Mentalist's abilities exceed the expectations of what was previously thought to be impossible."

--Superclass Timekeeper: "With basic training in almost all physical weaponry, the Timekeeper's true gift is their incredible awareness and even partial control over their perception of time, and maybe even time itself. Though the Timekeeper shows no particular talent in the use of weaponry, the sheer speed and complexity with which the Timekeeper utilizes their tools at any given moment on the battlefield could repel an army with the right tactical direction."

--Superclass Crusader: "Armed with nothing but the time-tested assortments of melee weaponry and small firearms, the Crusader independently holds their own against the enemy in a masterful weaving dance of war. Able to retreat after quick dashing strikes against the enemy or hold their ground in vicious territorial skirmish, the Crusader is at home on the front line."

--Superclass Commander: "Utilizing the ultimate arsenal, the Commander has such a fundamental understanding of tactics and physical weaponry that they can theoretically use any firearm type weapon to its most effective potential. The Commander strategically waits for the right moment and makes every action count, giving allies a tactical edge through carefully issued commands while assassinating key targets."

--Superclass Savior: "The Savior, though carrying almost any weapon of their choice, comes to the battlefield more equipped to heal than to harm. The Savior is the ideal combat medic, able to heal an ally's wounds from stealth in one moment and deliver utilitarian wrath to the enemy in the next."

--Superclass Cyberneticist: "Equipped with a wide selection of weaponry and the most advanced of Gremlin drone technology, the Cyberneticist can invent a solution to any problem. From creating new programs and equipment on the battlefield, to cracking any firewall, to even cybernetically augmenting themselves, the Cyberneticist has all the tools they need to thrive in the digital age."

--Superclass Mastermind: "The Mastermind utilizes no directly offensive tactics, instead using their psionic and mental prowess to process the rush of combat for their allies and muddle the cognition of their enemies on the battlefield. Without any specific means of attack, The Mastermind is virtually helpless when alone or unprotected. With nurturing and safeguarding, the Mastermind may grow quickly and develop powerful abilities to bolster teammates and even summon new allies. When in danger, the Mastermind can curb the advantages of the enemy, weakening them at key moments and buying time to gain the upper hand. All in all, the genious and direction of the Mastermind rewards a superior advantage to a worthy commander."

--Superclass Wraith: "The Wraith is the embodiment of danger unseen. Wielding any weapon from the concealment of shadow or utilizing their freakish dexterity to outmaneuver any opponent, the Wraith is the prime example of guerrilla war at its most effective."

--Superclass Anomaly: "Utilizing primary small firearms or melee weaponry and a biotic Psionic Amplifier, the Anomaly has the ability to create psionic disturbances on a scale unmatched by most other beings. Psionics are the lifeblood of the Anomaly, casting Psionic effects and utilizing small devices like a mage with a wand, specializing in little else but mastering the art of turning the enemy into a glowing dustpile. The Anomaly is an unstable being in of itself, wrecking havoc in large areas but yielding sometimes uncontrollable effects."

--Superclass Gadgeteer: "The Gadgeteer specializes in auxiliary devices, excelling in heavy ordinance. Always equipped with a Grenade Launcher, the chemical compositions and enhanced designs of the Gadgeteer's tools pair with their basic training in all forms of physical weaponry to create a most effective artillary."

This mod makes these classes available at the same rate as regular classes, so bear in mind that in the absence of a mod that for example limits these classes to Faction Heroes, there is no limit to counter the power of the Superclasses. Inversely, I find this grants opportunity to take on some fun challenges and themes.

I present to you the Superclass Challenge. This challenge is designed to pair the enhanced capabilities of the Superclasses with insurmountable odds to create a thrilling gameplay and emergent storytelling experience. The challenge comes in three difficulty tiers. If it interests you, I highly encourage you to record and publish your playthrough of this challenge, as I am very interested in seeing a story like this play out and growing attached to your heroes.

The Superclass Challenge rules can be found documented here:

The composition of this mod is copied directly from my edits to Richard's mod "[WOTC] Create Your Own Class Templates". Without his mod, I would likely have never created the Superclasses. Thanks Richard! I highly suggest getting that mod if you want to learn how to create your own classes. Within the files for this mod, I have included documentation for a masterlist detailing all XCOM abilities to reference as well as some mod added abilities, so the list may be referred to for adding abilities to a class. Technically all of the instructions and additional class templates are included within the files of this mod, so feel free to take a look at them and create your own Superclasses!

I hereby grant permission to use the Superclasses for any other project (at least where my authority applies), credit optional as I can't exactly own ideas and I loathe copyright, but any credit for the work of initially putting the classes together is appreciated.

Enjoy, Commander.
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RambelZambel Jan 16 @ 2:03am 
they r needed, cause of the skills and perks, if u just want these classes, use "commanders choice" mod,
Ironmallet Jan 15 @ 8:28pm 
@Prince Gwythyr Kinda what I had in mind as well.
Prince Gwythyr (Ezrik) Jan 15 @ 2:23pm 
Because I JUST want the Superclasses and none of the extra stuff or custom challenge.
Prince Gwythyr (Ezrik) Jan 15 @ 2:13pm 
I also wanna know why the other custom classes are required.
Ironmallet Jan 11 @ 7:59am 
Are the "Required Items" apart from "[WOTC] New Promotion Screen by Default" ACTUALLY required?
Apple Juice for the Merry  [author] Jan 10 @ 5:12pm 
--Added a new Superclass, the Superclass Gadgeteer! "The Gadgeteer specializes in auxiliary devices, excelling in heavy ordinance. Always equipped with a Grenade Launcher, the chemical compositions and enhanced designs of the Gadgeteer's tools pair with their basic training in all forms of physical weaponry to create a most effective artillary."
--Balanced and optimized several classes, including the Commander to have better Pistol abilities, and replaced useless abilities (such as apparently the ability to fire a pistol without ending the turn for the Timekeeper did nothing).
Apple Juice for the Merry  [author] Jan 10 @ 4:13pm 
Thank you for the inspiring words, it is good to know the classes are being enjoyed.
The lack of a pistol shot/sword slash ability on some classes was an unfortunate cutback I decided to make in order to fit in more important or more fitting alternate abilities, which makes sense for classes like the Timekeeper due to their limited training and reliance on reactions, but the Commander should indeed have better access to their sidearm. If I can't find a good place to sneak in the pistol shot ability, I shall see if a mod that adds the pistol shot ability to pistols works instead.

@Ron Burgundy
The animations used to work long ago before I uploaded this mod, I think either the Highlander or Primary Secondaries mod were making them work, but after they updated the animations returned to the default rifle ones. This seems beyond my control, but if anyone can tell me a way to make specific classes have Templar animations then I shall do my best to impliment it.
lucasfreisleben Jan 10 @ 5:24am 
I'm playing with this mod on the hardest challenge and really enjoying it, even if the load times get pretty ridiculous sometimes.
I have a question though: Are most classes supossed to not be able to use pistol's standard shoots and melee attacks? This seems expecially weird on the timekeeper, whose Quickdraw description mentions being able to attack multiple targets, but its only melee ability is Rush (already a free action) and in the Commander, who has several pistol sidearm abilities but for the first levels can only shoot once per 3 turns
Ron Burgundy Jan 8 @ 7:09am 
Fun mod though some classes use the rifle animation, when wielding other weapons is a deal breaker for me.
Apple Juice for the Merry  [author] Jan 5 @ 12:18pm 
The Superclass Wraith has been given a much needed overhaul, now fully embracing their role of stealth and killshots.

All of my attempts to make a Faction Soldier Only version of the Superclasses using the Multiple Faction Soldier Classes mod have failed to produce a Superclass from a Faction, so with no more leads to pursue on how to make that a reality I must scrap that project, but anyone else is of course welcome to try.