Guerilla Class
This is a new class with completely unique abilities and custom FX designed to suit the more defensive roles in the party.
Screenshots 6 screenshots
About this mod Machine translation
This is a new class with completely unique abilities and custom FX designed to suit the more defensive roles in the party.
This is a new class with completely unique abilities and custom FX designed to suit a more defensive role.
Changelog: Fixed an incompatibility issue with the Infantry class and added customizable damage penalties to Airburst Rounds.
Incompatibility with the Infantry class is now completely fixed. If you started a campaign with the first version of this mod (which I think had around 300 subscribers), the "Easy Select" functionality in that campaign may be broken or missing. If you're using the 1.2 version, this issue will be fixed (but that version still has minor issues like Infantry, so I'd recommend going back to the current version once this campaign is complete).
With a host of gadgets and tools in lieu of secondary weapons, Guerrilla provides the team with a variety of defensive options and utilities otherwise unavailable to the commander. For example, they can provide armor, shielding, and powerful buffs to themselves and their teammates, allowing commanders to adopt more defensive or slow-moving strategies. Alternatively, guerrillas can use a variety of specialized offensive equipment, such as aerial bombs and underslung shredders, giving them a supportive mid-range combat role.
Balance is crucial to me and I try to keep my classes consistent with the vanilla classes. I'm eager to get feedback on the effectiveness of the class so that I can make any necessary adjustments to keep the class balanced.
The purpose of this course is to provide players with soldiers who can provide their team with a solid backline, defensive options, and some interesting and extreme offensive moves. I was trying to create a class that didn't fulfill the exact role of any existing class, but provide its own unique utility for the commander. I'd love to hear any thoughts on successes or lack thereof, and I'd love to tweak and balance the course to make it as perfect as possible.
Below is a summary of the capabilities. Note that any value marked * is configurable in the XcomGuerillabilities.ini file.
Target Scan: Guerilla uses an advanced targeting computer to scan a large area, marking targets until the end of the round. Attacks against marked targets gain a +15*target and +5*vital chance bonus. 2 turns to cool down.
Trauma Plate: Guerrillas bring additional armor plates that can be applied to soldiers on the battlefield, giving them 1* point of armor but -2* mobility. It has 2 uses per mission and does not require any action, but can only be used during the first 2 rounds of the mission.
Easy Pickup: Guerrilla take advantage of their higher position to gain +10* critical chance against enemies below them.
Airburst Rounds: Guerilla fires a series of highly advanced artillery rounds that explode in mid-air close to the target. Attacks targets within a small radius, causing -1*damage penalty and 50%*chance to hit the target. 3* used per mission.
Rally: Guerrillas inspire and motivate their allies in a small area, providing mobility, critical opportunity and a chance to survive until the end of your next turn. 3 turn cooldown, provides 5*Mobility, 10*Crit and 20*Will.
Personal Defense Matrix: Guerrillas use PDM to generate personal protection. The shield absorbs 4* damage and expires after 3* turns. 4* Turn to cool.
Overwhelming: A guerrilla attack costs 1 action but does not end. Additionally, gain +10* critical chance before the turn ends. 2 turns to cool down.
Nuclear Option: The Guerrilla is equipped with an underslung rocket launcher capable of firing a highly destructive projectile on each mission. Can destroy large areas of almost any terrain and deal 3, 5 or 7* damage depending on weapon level. Use with caution.
If It Bleeds...: The Guerrilla is equipped with an underslung shredder gun that fires deadly sharp rounds. Deals -3 weapon damage in a short cone on hit, but deals an additional 5* damage if the …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.