MadJack Class for LWOTC
Updated localization. Also lost the placeholder smoke grenade and gained "interrogator", credit to BlueMajere for the suggestion.
Obviously this mod requires both LWOTC + the Community highlander, but you can use either the BETA (Experimental) or the Standard versions of either, so it’s not marked as a requirement to prevent "missing dependencies in AML.
Update Sept.2025 – Mad Jack has lost his bit and grenade trap. Following the recent convention of no more squaddie heavy weapons, we’re adding Jack to the pack of sensible reworks. Now a gremlin based class, poor Jack has gotten a measely smoke grenade for his trouble. This does however open up some new options we can explore moving forward, such as more useful protocols that were janky with the bit. May rework the X-Com rows a bit, open to suggestions. Make sure you UPDATE ZERO PERK PACK as well.
Update 12/18 – Due to demand, buffed the hacking row of the madjack with two new combo perks – Electronic Warfare combines Haywire and Trojan into a single perk, and Escalation adds failsafe with a +20 buff to Hacking score
Update 10/28 – Wirecutter now applies Disorient to organic enemies and Stun to robotic enemies.
Update 11/23 – Fixed config issue
Inspired, vaguely, by legendary WWII Officer John Malcolm Thorpe Fleming Churchill, who’s eccentric military exploits are probably worth a read – The MadJack is a multi-disciplinary commando class, ideal for small squad infiltrations where a variety of tools is more beneficial than a highly specialized unit. They can be trained as a viable melee with some unique close quarters abilities, a competent but not exceptional hacker, or a demolitionist/saboteur with an array of stealth, hacking, and explosive options.
Built around the "Adrenalize" ability, this class is capable of bursts of utility then must take a round to recover, adrenalize is similar to the spark ability overdrive, in that it grants an additional action point and makes any actions turn ending. By default it has a 6 turn cooldown, and applies significant temporary debuffs on the following round. This is a clutch ability for securing objectives when time is running out, and also can lead to some pretty outstanding rounds when it comes to deploying heavy weapons or rushing down soft melee targets. The drawback for using it is immense however and with a long cooldown it’s intended to be used sparingly.
As is, the class is functional and can fill in as a support or a dedicated melee, they have some versatile build options, and are mainly objective-based. They start off with access to an ability similar to a spark’s Overdrive, though with some limitations, as well as a spark bit (and the attached heavy weapon) making them very impactful in the early game. They never rise to the level of specialized soldiers, but the intention is to have them remain useful throughout a campaign by providing a variety of options.
The melee track doesn’t quite compare to other melee classes, they aren’t particularly great hackers, and they don’t come close to the explosive potential of grenadiers or combat engineers, but being able to fill in for any of those classes when necessary should keep them busy all the time.
Thanks to Reshi, Tedster, and Zelfana for your help.
Required items:
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Merist's Perk Pack — Steam Workshop
Mitzruti's Perk Pack — Steam Workshop
[WOTC] Shadow Ops Perk Pack — Steam Workshop
ZeroPerkPack — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.
