Warden Class – WOTC
Wardens are psionically gifted scouts. However they have not received a traditional training in psionics and the way they use it differ from what we’ve seen before. Instead of using a Psi-Amp to amplify their mind’s power, they make their body act as a conduit for the dormant psionic energy around the battlefield, and they affect it in various ways as the energy passes through them.
RPGO version by GreatestKracken
The main mechanic which sets Wardens apart from other classes is their ability to change stances instead of ending their turn. Ebb and Flow ability you get at squaddie rank manages stance changes.
-Wardens have access to 2 stances: Offensive and Defensive Stance. You get your first ability which allows you to change stances at Squaddie rank (Warden’s Advance).
-As Wardens gain additional ranks they get access to more abilities which enable them to change stances instead of ending their turn.
-Most abilities provide different bonuses depending on which stance you are in.
Animations and VFX:
Almost every single ability comes with their own unique VFX and little animations. You can check the pictures above to get an idea. For Example:
-You’ll see the purple psionic energy wash over the Warden and turn into orange indicating Ebb and Flow has been activated.
-The shield provided by Foresight shaking and exploding after receiving a hit.
-An enormous psionic bomb knocking back every enemy in range with Warden’s Tide.
Most of the vfx can combine with eachother due to how the class works. E.g. Warden’s Tide triggers Ebb and Flow.
Balance is important to me, most of the abilities went through many iterations to make sure the Warden is not overpowered nor a push-over. I do get deeper into the balancing process if you want to check or give your feedback here: Balancing the Warden.
The main idea was to create a class that is quite able in whichever role you choose to use it but not a direct replacement of any of the classes: It can do cover denial comparable to grenadier, or direct damage comparable to Ranger but not both and there is a catch. (For example to deny cover to the enemy you have to leave the comfort of your own cover.)
Here are some quick pointers:
-Wardens always start their turn in Offensive Stance
-If you see "Activates Ebb and Flow" in the description it means the ability triggers a stance change. E.g. If you were in Offensive Stance when you’ve activated the ability you’ll end up in Defensive Stance or vice versa.
-Almost all of the ranged attacks are restricted to Offensive Stance.
-Some abilities are restricted to specific stances. E.g. Foresight or Winding
I strongly suggest you click the little question marks next to the abilities and read them thoroughly to understand which abilities do what in which stance. However I’ve set up the class in such a way that you can just go about your business without reading anything if you wish to.
Sword and Bullpup
Soldier armors or Psi Operative/Sharpshooter/Ranger TLE armors
Offensive Stance: +10% Hit and Critical Chance and +1 Damage for Critical hits for 2 turns.
Activates Ebb and Flow. Removes Disorientation. 1 turn cooldown. Refresh the initial effect’s duration if its already active.
Deep Cover, Holo Targeting, Shadowstrike, Guardian, Blast Padding, Shredder, Salvo, Phantom, Chain Shot, Serial, Killzone, Death from Above, Aim
I’ve completed 2 legend campaigns with the mod, played a bit after TLE released and haven’t encountered any. However if you do encounter a bug you can let me know in the Bug Reports discussion and I’ll try to get on it.
It should be compatible with almost anything, I haven’t touched any of the base functions or templates except for adding my perk to the GTS facility.
Every single soldier ability and their accompanying vfx and animations are contained within their templates and do not require anything extra except the base game and WOTC.
To Firaxis for providing us with the tools. Any devs who’ve shared their knowledge.