XCOM 2
Operation Parallels - The Doom Slayer Mod
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RealityMachina  [developer] 17 Apr, 2020 @ 10:59pm
Slayer Class Overview
Rage Incarnate
  1. Rip and Tear - provides a Bladestorm equivalent with the Slayer's fists and feet. Benefits from the same way Rage bonus normal fist attacks get (a bonus chance to stun a target they hit)
  2. Bloodied Blade - attacks with the ripjack now also benefit from the Rage bonus normal fist attacks get. This does not alter the requirement to use Rage in order to utilize the ripjack attacks.
  3. Grappler - this provides both usage of the Grapple, and the the Wrath ability, letting the Slayer pull themselves to an enemy.
  4. Armored Offensive - Glory Kills now also restore one point of armour every time it is used.
  5. Blood Fueled - the first glory kill done on a turn provides a +4 bonus to mobility for the rest of the turn.
  6. Super Grappler - the cooldown for normal Grapple is reduced significantly, and the Slayer can now use Justice on applicable humanoid targets.
  7. Berserk - Requiring 8 rage, the Slayer swaps to their fists for a primary weapon. Glory Kills can be done on almost any unit without needing to whittle their health, and fist attacks get bonus damage.
Firearm Overlord
  1. Slayer Of Doom - provides the Slayer with a variety of rage bonuses, always on bonuses, and the weapon swap system.

    Weapon Swapping allows the slayer to switch to a different primary weapon as a free action. Utilize this to avoid having to take a rage penalty to reload a weapon until you really need to.

    With this ability, the Slayer will always enter bleeding out, and is immune to being stunned, dazed, panicked, or being knocked out.

    The Slayer starts every turn with 4AP, not 2. In addition, most attacks available to them will not end the turn if used.

    Rage Bonuses include

    Assault Rifles get a scaling chance to convert misses into graze. By default, this is a +10% chance for every two levels of Rage the Slayer has.

    Shotguns get +4 crit chance for every two levels of Rage.

    Cannons can pierce +1 level of armour for every two levels of rage.

    Sniper Rifles get +2 aim for every level of Rage, and +1 crit damage for every two levels of rage. Note that however, Sniper Rifles retain their 2AP cost to fire.

    Fists get a +10% chance to stun a target, for every two levels of Rage.

    The Slayer gets +5 to Dodge, Defence, and Crit Resistance for every level of Rage.

    Ripjack attacks get to shred +1 level of armour for every two levels of Rage.
  2. Uranium Coating - the Slayer gets a bonus to shred that changes depending on the weapon

    For the cannon, it is a flat +1 bonus.

    For the ripjack, it scales with the tech level of the ripjack, capping out at +3 for a plasma tier ripjack.
  3. Rupture Burst - a Shotgun only special attack, this consumes 4 rage and 2AP to deliver two shots that rupture a target.
  4. Siege Fire - a Sniper Rifle only attack, this consumes 4 rage and 3AP to deliver a special shot that devastates any target in a line of fire, along with any cover that's in the way.
  5. Magazine Dump - an Assault Rifle only attack, this only needs 1 rage in order to be used, but requires the Slayer to have a full magazine to take advantage of it. This will fire all shots into a given target, or into a different target if the first target dies in the process while rage and ammo is still available.
  6. Mobile Turret - a Cannon only attack, this needs 4 rage, 2AP, and a full magazine in order to be used. The Slayer will then take a shot at every enemy they see.
  7. Slayer's Testament - Glory Kills provide a movement action point to the rest of the XCOM squad.
Explosive Sentinel
  1. This initially starts off with Jump Boots, granting the Slayer the ability to jump up buildings and other large obstacles without needing a ladder.
  2. Burn Them Out grants a special rocket attack, doing reduced direct damage but setting enemies on fire and poisoning them. Has a cooldown and uses ammo from the rocket launcher, so you will need to spend 4AP to reload it after using this.
  3. Concussive Warheads grants a special rocket attack that does no damage, but instead disorients and potentially stuns any targets caught within its blast radius. Stunned targets are vulnerable to being Glory Killed.
  4. Grenadier grants a grenade slot, and Heavy Ordnance at the same time.
  5. Lock-on Sabot grants a special rocket attack that utilizes squadsight to attack any enemy that is in view of the XCOM squad. Unlike other rocket attacks, this is a direct attack rocket that can potentially miss.
  6. Barrels of Fun lets the Slayer be immune to most forms of explosive damage.
  7. BFR provides a small scale elerium boosted nuclear warhead. Unlike the other special attacks, this is a one time per mission use ability. In addition, this rocket deals damage that bypasses Barrels of Fun, so avoid using at close range.
XCOM
  1. Lightning Reflexes. It's...Lightning Reflexes, it's literally the same ability already available in XCOM.
  2. Praetor Enhancements. This ability provides both an ammo slot and a vest slot when bought.
  3. Alternate Entry is an ability that consumes 2 rage, in exchange for letting the Slayer bust through walls and other obstructing cover directly.
  4. Saving Throw is a sustain-like ability that works once per mission: upon taking damage that would cause the Slayer to bleedout or die, the Slayer will instead regain 50% of their health and gain the ability to interrupt enemy turns akin to the Skirmisher's Battlelord for the rest of the enemy's turn.


Last edited by RealityMachina; 17 Apr, 2020 @ 11:00pm