In this segment, I aim to introduce each TF2 class as an XCOM
soldier, complete with ranked abilities. Today, we're looking at the Heavy. Hey,
XCOM players! If you have any opinions about the balance on these
abilities, let me know in the comments section.
The Soldier is a mobile, jack-of-all-trades assault class. Armed with rifles and a light rocket launcher, he's a middle-of-the-road class for clearing enemies in style.
Special Secondary: Light Rocket Launcher
Light rockets deal 3 damage. Soldiers carry a default of 2.
Light rocket launchers carry a special Foundry project for superior damage after alien grenades are unlocked.
Squaddie Rank Ability: Rocket
The Soldier may fire from his remaining supply of rockets.
Corporal Rank Ability 1: Unauthorized Modifications
Primary weaponry deals extra damage
Corporal Rank Ability 2: Loyalty
This soldier will never attack allies when panicking.
Sergeant Rank Ability 1: Buff Banner
Raises Will score of all allies in range
Increases likelihood of critical hits by +5% for every enemy in range
Sergeant Rank Ability 2: Battalion's Backup
Raises Will score for all allies in range
Allies in range are immune from critical hits for 1 turn
Lieutenant Ability 1: Utility Belt
The Soldier may carry 2 additional rockets.
Lieutenant Ability 2: Rocket Man
Flying adds 10% chance of critical hits
Captain Rank Ability 1: Escape Plan
Adds one tile of move per 10% under 50% health
Captain Rank Ability 2: Equalizer
Increases Crit Chance As Health is Depleted
Major Rank Ability: Bunker Busters
Rockets can now penetrate thin walls at a -1 damage penalty
Colonel Rank Ability 1: Pocket Protector
Soldier puts friendly unit under "protection"
[Any enemy that attacks, suppresses, or moves within 3 tiles of a unit with Protection status is automatically attacked by the Soldier that issued it. Requires a full clip.]
Colonel Rank Ability 2: Grenade Return
A grenade thrown within range has a chance to be returned to its target.
The Soldier is a mobile, jack-of-all-trades assault class. Armed with rifles and a light rocket launcher, he's a middle-of-the-road class for clearing enemies in style.
Special Secondary: Light Rocket Launcher
Light rockets deal 3 damage. Soldiers carry a default of 2.
Light rocket launchers carry a special Foundry project for superior damage after alien grenades are unlocked.
Squaddie Rank Ability: Rocket
The Soldier may fire from his remaining supply of rockets.
Corporal Rank Ability 1: Unauthorized Modifications
Primary weaponry deals extra damage
Corporal Rank Ability 2: Loyalty
This soldier will never attack allies when panicking.
Sergeant Rank Ability 1: Buff Banner
Raises Will score of all allies in range
Increases likelihood of critical hits by +5% for every enemy in range
Sergeant Rank Ability 2: Battalion's Backup
Raises Will score for all allies in range
Allies in range are immune from critical hits for 1 turn
Lieutenant Ability 1: Utility Belt
The Soldier may carry 2 additional rockets.
Lieutenant Ability 2: Rocket Man
Flying adds 10% chance of critical hits
Captain Rank Ability 1: Escape Plan
Adds one tile of move per 10% under 50% health
Captain Rank Ability 2: Equalizer
Increases Crit Chance As Health is Depleted
Major Rank Ability: Bunker Busters
Rockets can now penetrate thin walls at a -1 damage penalty
Colonel Rank Ability 1: Pocket Protector
Soldier puts friendly unit under "protection"
[Any enemy that attacks, suppresses, or moves within 3 tiles of a unit with Protection status is automatically attacked by the Soldier that issued it. Requires a full clip.]
Colonel Rank Ability 2: Grenade Return
A grenade thrown within range has a chance to be returned to its target.
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