Grimy’s Headhunter Class

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Author: GrimyBunyip

Last revision: 1 Jan, 2017 at 16:48 UTC

File size: 832.51 KB

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Description:
Headhunter Class

The headhunter is a powerful DPS class with a catch.
The headhunter wields a sniper rifle with neither squadsight nor snapshot.
Instead, the class fields a number of sniper rifle abilities that can be used after moving, but target random enemies.

Why RNG?

One of my goals in the design of my soldier classes, is to make abilities as interactive as possible.
To achieve this, I made a class who is focused around attacks that hit random enemies.
This gives the commander an extra layer of decision making such as: do I test my RNG first? Do deliberately block LOS for my soldier to reduce the number of possible targets? Do I fire last? etc.

Bonus Feature:

Adds 21 new upgrades to Grimy’s loot mod

=====Abilities=====
Piercing Shot

Fires a shot that penetrates multiple targets (can miss)
shreds armor
Deals 30% less damage
destroys cover
Can be used after moving
2 uses per mission
6 turn cooldown

Rushed Shot (also available at squaddie rank)

Fire a sniper rifle shot at a random target
Can be used after moving

Multi-Hook

A free aiming grappling hook that costs 1 action point
Unlike armor grappling hooks, this one can target both low and high ground.
This ability has no cooldown.

Blade Oil

Slash an enemy with a poisoned blade, dealing an additional 100% weapon damage as poison

Thunderclap

Fire an electrified sniper rifle round at a random target
Deals +50% damage to organic enemies and +100% damage to robotic enemies
Can be used after moving
2 uses per mission
6 turn cooldown

Point Blank

Fire your sniper rifle point blank at an enemy
+50% aim, +50% crit, and +50% damage

Preparation

Gain an additional action point at the start of your next turn
3 turn cooldown

Incendiary Shot

Can be used after moving
Deals fire damage and applies burning to targets in a small radius
2 uses per mission
6 turn cooldown

Execute

Melee attacks against marked or holotargeted enemies deal triple damage

Twin Fangs

Fire two poisonous rounds at up to two random enemies
2 uses per mission
6 turn cooldown

Rapid Slash

A basic sword slash that does not end your turn
3 turn cooldown

Buckshot

Fire at all enemies inside a narrow cone
Deals 30% less damage
Shreds armor
destroys cover
Can be used after moving
2 uses per mission
6 turn cooldown

GTS Perk: Hexhunter

Headhunters are equipped with a single use hexhunter round for each mission
the hexhunter round CANNOT be used after moving
the hexhunter round deals bonus damage to psionic enemies, proportional to their psi offense.
(specifically their psi_offense / 10.0, rounded down)

Double Tap & Mark Enemy

you should be familiar with double tap from EU and mark enemy from advent captains