Jump to content

Vanguard - grapple and shield class


Deleted4910207User

Recommended Posts

Well, class mod request, guess this gets asked a lot. But here's the concept.

 

 

 

 

 

The Vanguard is a battlefield innovator, learning from the enemy and turning his tactics against him.

 

Base abilities:

Grapple - standard
Fetch loot - use grapple to fetch loot in running distance (12 tiles/w/e) - 1 AP.

Recharging - Causes the next Hunker Down to generate 2-3 shield. 2 Turn cooldown. Shields above 5 disable this ability. Costs 1 AP.

 

 

(Vanguard has a somewhat lower starting defense - forcing AI to take more shots on him, make his presence as a tank meaningful and riskier, -12 Defense, lower aim - making the usage of his abilities essential, and to balance some of them out a bit, -10 Aim; he has a +15 dodge +1 HP, for balancing purposes)


Defender Skirmisher

1 Teslashot - Get Over Here!
2 Shield boost - Knock-knock
3 Atlas - Medusa
4 Bait'n'switch - Missdirection
5 Blood magic - Switch'n'bait
6 Immovable force - Unstoppable object






Defender

Teslashot (Active)
The Vanguard drains his remaining shield completely and sends the energy in a line, dealing damage equal to the amount of shield drained. Guaranteed to hit, ignores armor and cover. Disorients nearby enemies. (2 Turn CD - disorients enemies in a 2 tile radius from those hit by the ability)

Shield boost (Active)
The Vanguard looses his shield temporarely to give a shield boost to nearby allies. Original shields restored after 1 turn. (Ability can only work if the Vanguard has at least 1 Shield. The shields of allies last for 5 turns if not destroyed. + 3 Shields to allies. Radius 10 tiles. 5 turns cooldown)

Atlas (Active)
The Vanguard overcharges his shield, gaining a defensive buff (3 additional armor + 10 defense + 15 dodge) and becoming high cover for adjecent units. Shots fired at the Vanguard or an adjecent unit have a chance to be reflected back at the attacker.(if an enemy attack misses, it can reflect back to the enemy on the original hit chance of the attack). Vanguard remains immobile, but can use abilities. (Except Grapple and Knock-knock).

Bait'n'Switch (Passive)
Attacks on the Vanguard will cause an able squadmate (including squadsight sharpshooters) to take a reactionary fire against the enemy.

Blood Magic (Active)
The Vanguard loses half of his remaining HP, transfering it to shields, whilst also gaining half of that amount as armor. ( Max. 7 shield and 3 armor, costs 0 AP. 1 turn CD).

Immovable force (Passive)
Non-fatal critical shots or damage done below 50% HP will cause the Vanguard to taunt all enemies in range, causing them to lose some will to fight, potentially panicking. (-10 will, - 5 aim, enemies have a chance to panick based on Vanguard's hit chance)





Skirmisher

Get over here! (Active)
The Vanguard uses his hook to pull enemies to him, guaranteed to hit, butting them with the gun on arrival, disorientating, potentially stunning them. The V can only move for 1 AP after this ability. (stun chance = main attack crit chance calculated in melee range; headbutt damage = 50-75% of Vanguard total hp - total, not remaining. 2 turn CD, guaranteed disorient. does not work on riftkeepers, sectopods, mecs, will work on mutons, berserkers).
Can be used to pull squadmates (including unconscious, bleedout etc. - ends turn if used on squadmate). Does not break concealment.

Knock-knock (Active)
The Vanguard lunges at an enemy, dealing guaranteed melee damage (60-75% of total HP) on arrival and sticking a delayed grenade to the enemy, which will explode at the end of the enemy's next turn. Cost no action ( 5 turns CD. The grenade is either a copy of the one equiped, or the default one if none is equipped, works on all).

Normal grapple now works on squadmates. (The vanguard can grapple on adjacent tiles near squadmates.)

Medusa (Passive)
All abilities now poison the enemies and offer a temporary Dodge boost. The poison can spread between organic enemies. Recharging now generates 3-4 shields. (poison has a 70% change to spread in 2 tiles, and 100% chance to spread on 5 tiles upon death - squadmates don't get poisoned).

Missdirection (Passive)
Holding them in place with the grapple, enemies adjacent to the Vanguard will be unable to move as he/she will try to use them as living shields. (Warning, caught enemies can fire, but with a Suppression aim debuff.) (flat 80% chance that if an attack hits the vanguard, it transfers the damage to an adjecent enemy instead.)

Switch'n'bait (Active)
The Vanguard marks squadmates in a (very) narrow cone. The next shot against a marked squadmate will cause a reaction pull, leaving a hologram in his place. Hologram explodes upon destruction. (One use per mission. Can only work if there is free cover right of the Vanguard. Hologram has total HP of pulled squadmate. Hologram lasts through 2 turns, then explodes. Explosion mimics grenade equipped by the Vanguard or otherwise the default grenade)

Unstoppable object (Passive)
Kills done immediately by an abilility refund the action point, cancel the cooldown on said ability and add one shield.

 

 

Anybody interested? I imagine there's a bit of work done, but similar abilities exist already in game or DLCs, so they should all be feasible.

Link to comment
Share on other sites

  • 3 weeks later...

Ok, so I redone the class to simplify it and balance it out, thanks to some good people on xcom2mods

 

Squaddie
Grapple - 2 turns CD, costs 1 AP
Recharging - the next Hunker Down offers 2-3 shields. Can stack to a maximum of 5 shields. ( no CD, 1 AP)
Daredevil tree
1) Grab'n'Grapple (active) The Vanguard can now use their grapple to move anywhere near a squadmate or an enemy, not only high locations. They can now also Grab, using the grapple to pick up loot and pull squadmates or Advent to them. (Grab used on enemies works off the Aim stat. POTENTIAL: grab can be used on fallen/unconscious enemies).
2) Uncanny (passive) Vipers and shieldbearers have a low chance to panic when the Vanguard uses thier abilities. (a very low chance, maybe 10%-15?, enough that it happens from time to time and it's worthwhile).
3) Overhand (active) Places the Vanguard in an reaction-Overwatch like state, in which it tries to grapple an enemy instead of shooting at it. If the grapple is successful, the turn of the grabbed enemy is finished. (based off Aim with a -5 Aim penalty, 3 turns CD)
4) Switch'n'bait (active) The Vanguard marks squadmates in a (very) narrow cone. The next attack against a marked squadmate will cause a reaction pull, leaving a hologram in their place. Hologram explodes upon destruction. (6 turn CD, ends turn).
5) Medusa (passive) Successfully pulling an Advent to you or grappling near any enemy does guaranteed damage to them (2-6 dmg)and applies contagious poison to them.
Shield Nova now also deals damage. (1-3 Damage).
(Poison has a 33% chance of spreading on a 3-tile radius each turn)
6) Hopper (active) The next grab/grapple usage doesn't trigger CD, costs no AP and doesn't end the turn. (5 turns CD)
Shocker tree
1) Shield Nova (active) The Vanguard temporarily (2 turns) gives teammates and permanently gives themselves 1 armor and 2 shields. (7 tiles radius; 1 use per mission). Ends turn and breaks concealment.
2) Omens (passive) The Vanguard receives Aim and Crit for each Viper and Shieldbearer the squad sees.
3) Teslateeth (active) The Vanguard discharges their shield into the ground, forming a fire wall throughout the next turns. Units passing through the wall take burning damage. (Cannot be placed on top of enemies. The length depends on the armor from which the Vanguard draws power ).
4) Teslacage (active) The Vanguard slams the ground, raising a forcefield. All units caught within the force field can not move out from it and cannot attack or be attacked from the outside. (3x3 square, 6 turns CD, ends turn; *-it probably cannot prevent teleportation abilities. Places the Vanguard in a Recharging hunker down).
5) Atlas (active) The Vanguard overcharges, becoming high cover for adjacent units, destroying obstacles and becoming immune to environmental perils. Cannot attack or be attacked. Shields and ammo are depleted. (lasts through 1 enemy turn, 4 turns CD).
6) Reflector (passive) First attack made each turn against the Vanguard has a chance to be redirected to the enemy, if successful. (maybe a flat ~80% chance?)
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...