Strategist Class [WOTC]
Overview = Strategists are versatile leaders designed to support the squad, both offensively and defensively. Their main loadouts enable marking targets, buffing and healing teammates, flanking enemies, and other tactics that can be used to combat a variety of tactical situations. Equipped with a GREMLIN, these soldiers have some hacking capability, but not as much as the dedicated Specialist class.
This class is considered a "Hero" class because it is so powerful. For balance, I have made it so that you cannot train them in the Guerilla Tactics School (GTS) – you can only get them from random rookie promotions, or as a mission reward. (If you want to enable GTS training, go to XComClassData and change "NumInForcedDeck" to 1)
Strategists can still benefit from random "XCOM" abilities when the Training Center is unlocked. For some reason, they appear on the 5th line, just below the 4-line UI… you need to scroll down to access them. I couldn’t figure out how to fix that (let me know if you know how to fix it).
Specializations:
1) Leadership — Focuses on initiative and setting up targets for destruction.
2) Support — Focuses on buffing and healing teammates.
3) Tactical — Situational abilities useful in certain circumstances. Also facilitates and rewards flanking.
I have attempted to balance out the skill tree competitively, so that each decision is a hard choice. Let me know if you think something needs to be re-arranged.
1) Squaddie Abilities
Leadership = Tactical Rigging — +1 utility item (if armor doesn’t already give one)
Support = Intrusion Protocol — Standard hack ability (for doors, chests, etc)
Tactical = Grapple — Reposition on higher ground.
2) Corporal Abilities
Leadership = Squadsight — Can shoot targets out of range, if line-of-sight isn’t blocked.
Support = Aid Protocol — Give a teammate +20 Defense for 1 turn.
Tactical = Phantom — Stay concealed when the squad is revealed.
3) Sergeant Abilities
Leadership = Demolition Shot — Destroys a target’s cover.
Support = Medical Protocol — Heals a teammate.
Tactical = Scanning Protocol — Reveals nearby enemies (cloaked or behind walls, etc)
4) Lieutenant Abilities
Leadership = Marauder — Standard shots only cost 1 action.
Support = Revival Protocol — Cure negative effects such as stunned, unconscious, etc.
Tactical = Shredder — Attacks shred enemy armor.
5) Captain Abilities
Leadership = Lightning Reflexes — Dodge the first reaction shot against this soldier each turn.
Support = Field Medic — +2 medikit charges
Tactical = Conceal — Can re-enter concealment mid-mission.
6) Major Abilities
Leadership = Holo Targeting — Attacking marks a target, teammates get +15 aim bonus.
Support = Combat Presence — Transfers 1 action point to another teammate.
Tactical = Deep Cover — Automatically hunker down at end of turn (if you didn’t attack).
7) Colonel Abilities
Leadership = Rupture — Special attack that makes the target take extra damage from others.
Support = Restorative Mist — Heals the whole squad.
Tactical = Manual Override — Activated ability that reduces active cooldowns on other abilities by 1.
Safe to enable mid-campaign (however, it may take a while before they begin to show up, due to a ClassDeck already having been constructed by the game). This class will be available immediately in new campaigns.
For another unique mod class, check out Faction Hybrid Class.
