Grimy’s Fury Class

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Author: GrimyBunyip

Last revision: 6 Jan, 2017 at 04:26 UTC

File size: 796.67 KB

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Description:
Fury Class

The fury is a mobility focused class with a side of psionics.
I’ve seen a lot of "mobility" focused class mods, but I wanted to make one that really let the soldier bounce around the battle field and take a borderline ridiculous number of actions.

In terms of headcanon, you can think of them as imperfect psionic individuals, who escaped alien experimentation sometime during or after the old war. Since they are imperfect psionics, so they take health damage whenever they try to cast a psionic ability.

This class is psionic, so it CANNOT be trained at GTS until a psi lab is constructed.
It can however, appear randomly out of rookie promotions.

Bonus Feature

Adds 3 new legendary tier upgrades to my loot mod.

=====Abilities=====
Strafing Fire

The Fury’s core skill, and the one that enables them to move around the battlefield so much
Can be used after moving
Deals 50% less damage

In terms of details, what exactly happens is whenever you move, you are granted a strafing action point
(You can have at most 1 strafing action point at any given time)
This strafing action point can be spent on strafing fire or a few other abilities from the Fury’s skill tree
This lets you do things like take exposed flanking shots before breaking for cover and taking another shot
It also lets you take a large number of shots in a single turn, which synergizes well with holo targeting and shredder

Sustained Fire

Allows you to reload and overwatch using strafing action points.
Provides +12 Reserve ammo if you are using my Attrition Mod

Pyrokinesis

Provides a modified version of soulfire that burns for 1 damage per turn
Costs 1 HP
2 turn cooldown

Soul Tap

Costs 1 HP
Grants 1 standard action point
1 turn cooldown
For the typical class, this would provide some extra mobility but wouldn’t let you attack an extra time.
But with the strafing fire ability, a standard action point is worth both an extra movement and an extra strafing fire shot

Reinvigorate

Gain 1 standard action point when healed by a gremlin or medikit

Reave

Provides a modified version of Null Lance
Deals half damage
poisons enemies
Costs 3 HP
3 turn coolcown

Ammo Roulette

At the start of each mission, gain a random ammo upgrade.
This REPLACES any equipped ammo upgrades, Don’t bother equipping them if you have this perk.

Will To Survive

Increase HP by 10% of willpower
Increases the value of willpower PCS’s and gives you some extra HP to fuel all those psionic abilities

Betrayal

Provides a modified version of domination that controls an enemy unit for 1 turn and grant it 2 action points so it can act immediately.
Costs 2 HP
2 turn cooldown
can be used with strafing action points
Provides 2 additional charges of domination

Spray and Pray

Fire at up to 3 different enemies
Deals 25% less damage
Can be used with strafing action points
Always costs 3 ammo
3 turn cooldown

Dimensional Anomaly

Deals 20-30 damage in a large radius, depending on psi amp tier
Costs 3 HP
1 use per mission
Summons a pod of aliens at the center of the anomaly

The pod of aliens depends on the pods available on the mission
So you won’t summon sectopods unless you could have summoned sectopods on that mission anyways
The idea is that you’re pulling in another pod from a similar location/situation in an alternate reality
Which means if you use this on terror missions, you could summon civilians. This is intended.

This skill represents a "reroll" on a pod or situation. It deals massive damage, essentially enough to 1 shot entire pods. Let’s say you just ran into a particularly nasty pod with a gatekeeper and 2 floaters. You could use this ability and hope to roll a better pod. Of course, you could just end up replacing that pod with another gatekeeper + 2 floater pod, essentially wasting your turn and dealing 3 damage to your Fury.

So you can kind of think of this skill as Hearthstone’s recombobulator, but for alien pods!

GTS: Speedster

+1 action point
-4 mobility