Grimy's Class Mods

The Bruiser

The Headhunter

The Fury

The Anarchist

Design Notes

My goal when making these class mods, was to make classes that served new and unique roles.If you're looking for classes that play completely different from vanilla classes, these are the class mods for you.This is my tank class.I think it's better designed than other tank classes, because it's not about standing still and drawing fire or building up shields.Those classes are boring and literally about standing still, pressing a button.Instead, the Bruiser Class's main tanking ability: Gunpoint, requires the Bruiser to reposition, which in turn requires you, as the commander, to consider positioning and cover.The Headhunter is a DPS focused class, centered around the theme of RNG.Many of the headhunter abilities target random enemies.Those of you who play hearthstone, know how this sort of RNG can make the game more tactical.Do you kill enemies first to min-max your chance of hitting the target you want to hit?Or do you shoot first to get the RNG out of the way before you make other important decisions.The Fury is another DPS focused class, centered around the theme of mobility and lots of small actions.The Fury's core ability is Strafing Fire, which lets the Fury fire a half damage strafing fire shot after each time he moves.The Anarchist is a demolitions focused support character.Unlike the grenadier, the Anarchist doesn't have the damage output to wipe the board of enemies.Instead, he has several gremlin based support abilities and perks that improve the support aspect of his grenades.For example, the anarchist has a few abilities that focus on area denial.With the right perks, an anarchist could set an entire swath of land on fire, denying flammable enemies from walking through. Which you can use to cover a retreat or block an enemy from reaching a flank.I designed these classes to be used in conjunction with the vanilla classes, and not to replace them.If you look closely, the 5 vanilla classes + my 4 classes distribute weapons so that each primary and sidearm is used by exactly two classes. That way you don't end up in a situation with 4 rifle wielding classes, and suddenly rifle upgrades are super valuable.Okay, technically I added one anarchist ability that gives 3 shields.But that's not really enough to prevent an injury when you do get hit.Aside from that, NO SHIELDS.I believe that any tanking ability that negates any chance of injury, is non-interactive.XCom is a game that's balanced around getting injured now and then, and being able to consistently negate a single hit would substantially decrease the importance of cover and other defensive tactics.I personally think stealth is a relatively non-interactive game mechanic.I mean, it literally prevents the enemy from interacting with your unit.It has its purpose for speeding up the early part of missions, but I'm not in favor of it as a larger game mechanic.Which is why I chose to not give any abilities that put soldiers back into concealment.