[WOTC] Modern Pioneer Class

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Author: Maprikan

Last revision: 2 Sep, 2025 at 15:36 UTC (2)

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Description:

The Pioneer is a close range Demolition class with C4 and Mines that carries Assault Rifle and Sawed Off Shotgun. The Pioneer can set up various explosive traps, greatly influencing the battle without needing to shoot. Additionally they can armor up and can improve allies surviability through armor plates. They can also be built into using their Sawed Off Shotgun to defend themselves against enemies at close range.

As part of the class design, the Pioneer have multiple ways to grant themselves additional action points limited times per mission that allows them to do their job quickly and get out, or to place multiple Mines and C4 to set up killzones that deny the enemies approach. Pioneers have some minor hacking training through stats so they can fill in for the Engineer if they go down.

The class is made with a modern themed playthrough in mind, but of course is not limited to. It is balanced around a large varied squad against lots of enemies and making meaningful choices when selecting abilities, with different viable sub-roles within the class.
By default random bonus AWC abilities are disabled. The reasoning is that there is no need for it because there are enough options in the ability tree and the class has everything it needs to fill the role. Other roles are intended to be filled by other classes. AWC can of course be re-enabled through the config but there is no support to prevent duplicate/redundant abilities as is.

The Pioneer has three ability trees: Endurance, Hindrance & Improvisation. The class rely on abilities and perks from other mods.

This class requires Superior Explosives and Proximity Mines PG Project for tier based mines. I recommend using this class alongside my Modern Scout Class because they contain balance changes to the Proximity Mines that this class is balanced around. It will work without them but those changes are definitely recommended for balance reasons (but note the Scout description).
Also I highly recommend checking out Savage Items mod because it has many interesting items that really complete this class, such as deployable cover and utility slot armor plates. It does a great job at providing more varied loadout options for all classes. Pioneers have a grenade slot so you can bring different items.

This class also comes with balance changes to the X4 mod that increases the damage overall because detonating a C4 under an Advent Trooper’s feets for it to deal 1 point of damage is just dissappointing. It’s a high risk weapon that needs to be set up prior to using it and I think the result should reflect that. With this change they are dangerous to more enemies and regular Troopers MAY survive at low health if they are lucky. This is balanced around having Precision Explosives turned on. Configurable in XComX4.ini.

Scout: https://steamcommunity.com/sharedfiles/filedetails/?id=3475713214

Savage Items: https://steamcommunity.com/sharedfiles/filedetails/?id=2817073890

This class also requires Alpha115’s Support Class, Vanguard Class & Rifleman Class for some abilities. They do not conflict and can be used together. Thank you Alpha115 for all these.

Skills

Squaddie:
Salvo: Using Mines and items does not end the turn.
MrCpouchGrenade: Grants a grenade slot.
BS_DeepPockets: Gain additional uses for the Reload Sawed-Off Shotgun ability.

Corporal:
ShadowOps_Charge: Activate to take a bonus non-movement action after dashing. Two uses per mission.
ABB_Cannonade: Gain one bonus use on all your grenades and rockets. (additionally gain the bombardier ability, letting you launch grenades further. Does not work with throwable items).
ABB_Parkour: Climb walls. Note that windows cannot be climbed.

Sergeant:
LW2WotC_Bombardier: Gain +2 throwing range for items.
MZFreeProxyMine: Gain a free proximity mine.
AR_Soldier: Gain +1 Armor and bonus Defense.

Lieutenant:
F_OverExertion: Activate to take a bonus action once per turn. Two uses per mission.
GrimyShellShock: Mines and grenades have a 15% chance to stun.
F_WillToSurvive: Gain +1 Armor and bonus Dodge.

Captain:
SkirmisherReflex: Once per mission gain bonus action when shot at.
MZGrenadeTrap: Use a grenade to plant a proximity trap.
ArmorProtocolAS: Grant an ally 2 bonus armor and 1 additional Ablative Armor. 2-turn cooldown.

Major:
BonusGearALS: Grants +1 extra use for any item carried in a utility slot that is not a grenade
ABB_Bombard: Bonus use on rockets and grenades, 1 free frag grenade.
BS_ShotgunTap: Firing one barrel of the Sawed-Off Shotgun with Point Blank no longer ends the turn.

Colonel:
LW2WotC_Fortify: Activate to gain bonus defense until the beginning of the next turn. Does not cost an action. Cooldown-based.
KPP_ProximityGrenade: Two free proximity mines
BS_Ruthless: Killing a panicked or disoriented enemy with your Sawed-Off Shotgun refunds one action point.

Brigadier:
ShadowOps_Hipfire_LW2: Sawed Off Shotgun can be used as a free action once per turn.
ShadowOps_ChainReaction: Killing enemy with explosives detonates their carried explosives.
MZ12Gouge: Sawed off Shotgun gains bonus shred based on how close the target is.

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GTS abilities, configurable in GtsEditor.ini.

Staying Low – Sergeant, 80 supplies: The Pioneers gains additional Defense and Dodge against reaction fire.
Blast Padding – Captain, 120 supplies: The Pioneers gains bonus Ablative health and receive reduced damage from explosives.
Explosive Action – Colonel, 200 supplies: The Pioneers can push themselves to two bonus actions for the turn but lose an action later.