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Better Classes 2.0

Phoenix Rising Mod

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Goals

  • Better class roles, variety and balance
    • Specialization: Redistribute skills among classes to better fit intended class roles
    • Original class matters: 3rd row gets perks unique to each class
    • Better for Multiclassing: Replace “narrow” skills that require specific items to function
    • Better Balance: Tone down or replace overpowered skills with new skills that add to class flavor�

  • Give individual soldiers more personality and flavor
    • Background matters: Add “Origin” perks. Soldiers coming from different backgrounds will play differently
    • Not created equally: Add randomized “Personality” traits �

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Skill Redistribution

First Row distribution Third Row class-based distribution

Assault Training

Quick Aim

Kill’n’Run

Ready for Action

Onslaught

Rapid Clearance

Berserker Training

Dash

CQE

Bloodlust

Ignore pain

Adrenaline

Sniper Training

Extreme Focus

Armor Break

Master Marksman

Inspire

Marked For Death

Infiltrator

Surprise Attack

Deploy Decoy

Weak Spot

Vanish

Sneak Attack

Heavy Training

Return Fire

Hunker Down

Skirmisher

Shred Resistance

Rage Burst

Technician

Fast Use

Electric Reinforcement�Stability

Field Medic

Amplify

Assault

Quarterback

Aimed Burst

Sniper

Gunslinger

Kill Zone

Heavy

Jetpack Control

Boom Blast

Berserker

Gun Kata

Exertion

Priest

Biochemist

Lay Waste

Infiltrator

Phantom

Drone Pack

Technician

Remote Deployment

Remote Control

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Third Row Explained

Create unique squads using new Third Row perk system

- Soldier Class. Levels 3 and 6. Gain powerful perks often using class-specific equipment to create unique combinations. Sniper-Assault is not the same as Assault-Sniper!���- Soldier Origin. Levels 2 and 7. Flavourful perks that provide �unique situational bonuses that can change the tide of battle!���- Soldier Background. Levels 1 and 5. Soldier stats and resistances �based off his pre-war background. Not created equally! ���- Random Proficiency Perk. Level 4. Create unique combinations �and unexpected combos by adding an extra weapon to the mix!

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Better Classes: Assault

Overview: Assault is the most versatile of all the classes and specializes in taking out weak targets�

Roles: Finishing Shots, Grenade use Strengths: Multiple attacks, Versatility Range: Mid to close

Skill Progression:

Level

Skill Name

AP

WP

Description

2

Quick Aim

0

3

Your next attack costs 1 AP less but -30% accuracy. 2 uses per turn

3

Kill’n’Run

Passive

Move 7 tiles after killing an enemy. Once per turn.

5

Ready For Action

Passive

Inventory actions and reloading cost 0 AP

6

Onslaught

2

4

Ally within 10 tiles recovers 2 AP

7

Rapid Clearance

0

5

After scoring a kill your next attack cost -2AP

Class 3

Quarterback

Passive

Gain +2 Speed and +25% Grenade range

Class 6

Aimed Burst

3

4

Shoot your Assault Rifle twice with +30% accuracy

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Better Classes: Assault

Quick Aim: Added 2 use per turn limit and -30% accuracy malus. This replaced Vanilla Assault Dash skill.�Why replace? Assault is not your “point blank” guy. That would be the Berserker. Instead he wants to be the most versatile with his weapons AP and take many shots, each taking out his target.��Kill’n’Run: New skill that compliments Assault playstyle, �helping him get those Shotgun kills or get into cover���Rapid Clearance: Changed AP generation into AP discount. �Why change? A lot of people felt this skill is too strong. �We wanted to keep Assault “Sweeping” role, �but prevent infinite AP generation ���Aimed Burst: Signature Assault skill “mini Rage Burst” giving some much needed love to Assault Rifles keeping them relevant and solid alternative to shotguns.

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Better Classes: Sniper

Overview: Sniper specializes in overwatch and long range attacks that cripple enemies �

Role: Overwatch, Support Strengths: Accuracy, Limb Disable Range: Long

Skill Progression:

Level

Skill Name

AP

WP

Description

2

Extreme Focus

Passive

Overwatch cost 1AP

3

Armor Break

0

2

The next attack deal -25% damage but 15 additional Shred Damage

5

Master Marksman

Passive

With no detected enemies within 10 tiles gain 30% accuracy

6

Inspire

Passive

Killing an enemy grants allies 1 additional will point

7

Marked for Death

0

4

Mark an enemy. Each individual bullet/attack deals +10 damage

Class 3

Gunslinger

0

4

Shoot your handgun 3 times with -50% accuracy

Class 6

Kill Zone

Passive

Shoot twice at your target when overwatching

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Better Classes: Sniper

Extreme Focus: Improved from Vanilla to allow overwatch with any weapon at only 1AP.Why change? We wanted the player to care about positioning more freeing sniper’s AP to move while reinforcing his theme as overwatch master.��Armor Break: Changed from Vanilla to deal less Shred while also reducing shot’s damage.�Why change? We are trying to move away from “braindead” skills that have no downside. Armor break is most powerful when you plan ahead.���Inspire: We feel it's natural that sniper establishing �firepower superiority is inspiring to the troops on the field��Gunslinger: Give the sniper much needed kick at close

range and improving “Gunslinging” theme.��Kill Zone: Sniper signature skill, turning him into a real �overwatch monster.

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Better Classes: Heavy

Overview: Heavy specializes in protection and Area of Effect damage

Roles: Tank, Frontline, AoE damage Strengths: Durability, High Damage Range: Mid to close

Skill Progression:

Level

Skill Name

AP

WP

Description

2

Return Fire

Passive

Shoot back at an enemy within half perception range

3

Hunker Down

1

0

Gain 25% damage resistance until your next turn

5

Skirmisher

Passive

If you take damage on enemy turn, gain +25% dmg during your turn

6

Shred Resistance

Passive

Take only 50% shredding damage

7

Rage Burst

-

5

Shoot 5 times spread across an arc with bonus accuracy

Class 3

Jetpack Control

2

3

Jump 12 tiles at 2 AP cost

Class 6

Boom Blast

0

4

Explosives get +50% ER. Grenade and Rocket Launchers cost -1AP to use

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Better Classes: Heavy

Where is War Cry?: Sadly, we found a very bad vanilla bug with Warcry which we could not fix. The status was never really gone and carried over: each next cast the enemy AP was halved again, until they got 0 AP and could not act at all.��Return Fire: Heavy is a force to be reckoned with on the battlefield. Using his Jetpack for perfect positioning this skill allows him to be a presence anywhere and protect the rest of the squad. Recommended to use with Pantolomin’s “RF a-la-carte” mod. See mod README for more details.Skirmisher: Heavy position on the frontline is risky, but �also rewarding. If your heavy gets damaged unleash his �full power with AoE skills like Boom Blast or Rage Burst��Shred Resistance: Heavy Armor specialization helps you �survive during late game.��Rage Burst: We gave this skill a significant accuracy buff �from vanilla, so its effective against enemy groups.��Boom Blast: Only provide AP discount to select weapons�We felt vanilla 3+ explosives per turn was too strong

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Better Classes: Berserker

Overview: Berserker specializes in single target takedown, mobility and enduring pain

Roles: Disabling, Duelist Strengths: Mobility, DoT Damage Range: Close

Skill Progression:

Level

Skill Name

AP

WP

Description

2

Dash

1

3

Move up to half your movement range. 2 uses per turn

3

Close Quarters Evade

Passive

Attacks from enemies within 10 tiles deal 25% less damage.

5

Bloodlust

Passive

Gain up to +25% Damage and Speed based on lost Hit Points

6

Ignore Pain

Passive

Disabled body parts remain functional. Cannot Panic or be Mind Controlled

7

Adrenaline

0

5

Attacks with 1-handed weapons and non-weapon skills cost 1 AP

Class 3

Gun Kata

0

2

Shoot your handgun for free. 2 uses per turn.

Class 6

Exertion

0

5

Recover 2 AP. 1 use per turn.

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Better Classes: Berserker

Berserker is an explosive kind of character able to burn through his AP and WP for incredible effects, but left winded after��Dash: Natural fit for the Berserker class, giving him ability to get close and personal right on level 2Adrenaline: Has lost all drawbacks but changed to only affect one-handed weapons (so mostly melee and grenades) and some skills, such as Jump Jet or Tentacle Strike. It may have less synergies with other classes now, but better balanced��Gun Kata & Exertion: Signature Berserker skills add to his explosive playstyle and allow to cripple multiple enemies���

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Better Classes: Infiltrator

Overview: Infiltrator specialise in stealth assassination, stunning and poisoning his targets

Roles: Recon, Harassment Strengths: Stealth, DoT Range: Mid-to-Long

Skill Progression:

Level

Skill Name

AP

WP

Description

2

Surprise Attack

Passive

Attacks from behind gain shock x 3 times the damage dealt

3

Deploy Decoy

1

4

Deploy holographic decoy at the chosen location

5

Weak Spot

Passive

Disabling a body part also remove that body part armor

6

Vanish

1

3

Move within 5 tiles and disappear from view for the next turn

7

Sneak Attack

Passive

Damage increased by 50% while hidden and by +25% when located

Class 3

Phantom

Passive

Gain +15% accuracy and Stealth and you can approach Sentinels without being detected

Class 6

Drone Pack

3

3

Deploy 3 Spider Drones with one action

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Better Classes: Technician

Overview: Technician specialises in support and healing

Roles: Healer, Support Strengths: Durability, Multiple Actions Range: Mid-to-Close

Skill Progression:

Level

Skill Name

AP

WP

Description

2

Fast Use

Passive

Medkits, stimpacks and robotic arms skills cost -1AP to use

3

Electric Reinforcement

1

3

Give yourself and allies within 10 tiles a bonus of 10 armor for 1 turn

5

Field Medic

2

2

Restore all body parts and 10 HP & armor of the selected target

6

Stability

Passive

Gain +10% Accuracy per remaining AP up to +40% accuracy

7

Amplify

0

4

Until EoT +100% to healing and +50% to special damage types

Class 3

Remote Deployment

1

0

Turrets can be thrown and deployed for 1 action points

Class 6

Remote Control

2

2

Take control of a turret or vehicle weapon and shoot at a target

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Better Classes: Priest

Overview: Priest Specializes in control and manipulation

Roles: Crowd Control, Buffer Strengths: Willpower, Virus, Mutations Range: Mid-to-Long

Skill Progression:

Level

Skill Name

AP

WP

Description

2

Mind Control

1

-

Gain control of an enemy with WP cost equal to enemy's current WP

3

Induce Panic

1

3

Cause a target to panic if its current will points are less than yours

5

Mind Sense

Passive

All organic enemies within 15 tiles are automatically revealed

6

Psychic Ward

Passive

Allies within 10 tiles are immune to panic and psychic damage attacks

7

Mind Crush

1

6

Deal 100 damage to all enemy entities within 10 tiles

Class 3

Biochemist

Passive

Paralysis, Poison, Acid and Viral damage increased 25%

Class 6

Lay Waste

2

3

If your current Willpower score is higher than target organic enemy’s deal 10 damage for each point of WP difference up to 200 damage

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Faction Skills

Each soldier gains Faction Skills on levels 2 and 7, Elite Classes gain different skill on level 7��

Origin

Level 2

Description

Level 7

Description

Phoenix Point

Overwatch Focus

Overwatch gain +50% accuracy

Battle Hardened

Gain +2 to all main stats as well as +10% accuracy and +4 Perception

New Jerico

Takedown

Deal 80 damage and 160 Shock. Replaces Bash.

Punisher

When you kill an enemy, his allies lose 2 additional Will Points

Technician

AR Targeting

Target ally gains +30% accuracy

Synedrion

Pain Chameleon

Become invisible when damaged

Endurance

Recover restores 75% willpower and removes Acid, Bleeding and Poison

Infiltrator

Saboteur

When you are hidden AP cost of non-weapon and spider drone skills is decreased by 1 AP

Disciples

Breath Mist

Consume Mist to restore WP

Sower of Change

Return 25% damage as viral to the attacker

Priest

Resurrect

Raise fallen as allied pandoran unit

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Background Perks

Each soldier gains one random “Background Perk” immediately active on level 1 and another one on level 5���

Name

Description

Name

Description

Survivor

+4 Willpower -4 Strength

Hunter

+10% Accuracy

Nurse

+2 Willpower +30% Healing

Troublemaker

+10% Grenade Damage

Scav

+2 Willpower +4 Perception

Paranoid

Perception +4 Hearing Range +10

Corpse Disposer

Fire Resistance

True Grit

-10% Damage from adjacent enemies

Hard Labor

+4 Strength -5 Perception

Daredevil

+10% Damage -10% Accuracy

Squatter

+2 Strength +25% Carry Weight

Condo Raider

Jump one floor up or down

Volunteered

Nightvision +2 Speed -2 Willpower

Damaged Amygdala

Immune to Psychic Scream

Tunnel Rat

+1 Speed +15% Stealth

Sanitation Expert

Goo Immunity

History of Violence

Deals 10% more dmg -2 willpower

Lab Assistant

Acid Resistance

Privileged

+2 SPD +4 Perc -25% Carry Weight

Rocketeer

Jetpack Proficiency

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Balance Adjustments

���

Name

Description

Technician Turrets

Halved Burst and AP cost: Turrets can shoot twice per turn effectively dealing same damage as vanilla, but Return Fire and Remote Control are less powerful

Bionics: Vengeance Torso

Replaced Battle Matrix with Battle Focus: Attacks against Enemies within 10 tiles gain +20% damage

Bionic: Juggernaut Torso

Speed improved from -1 to 0

Bionic: Armadillo Legs

Speed improved from -1 to 0

Bionic: Neural Torso

Gains Mounted Weapons and Tech Arms proficiency

Mutation: Stomper Legs

“Stomp” ability: Added 50 Blast Damage (warning, obstacles will prevent shock application now)

Mutation: Shadow Legs

“Electric Kick” ability: Replaced 200 shock with 20 Sonic damage

Mutation: Screaming Head

Gains Mind Control Immunity

Ability: Frenzy

Speed Bonus reduced from +50% to +33%

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Balance Adjustments

���

Name

Description

Grenades

All Grenades are now produced instantly

Spider Drones

Spider Drones Armor value decreased from 30 to 10

Danchev MG

Increased Effective Range from 9 to 17, Shred 0 -> 3

Vidar GL

Increased AP cost from 1 to 2, added 10 acid and additional 10 shredding damage

Destiny III

Gains chance to fumble when not proficient

Redeemer

Viral Damage reduced from 5 to 4

Subjugator

Viral Damage reduced from 10 to 8

Mech Arms VVA-2

Attack gains 200 EMP damage, limited to 1 use per turn, Increased Ammo Cost

Mutoid: Worm Throw

Ammo limited to 5 and throw range decreased to 25 (from 40)

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Balance Adjustments

���

Name

Description

Psychic Resistance

Upgraded to psychic immunity (is bugged in vanilla)

Poisoned Status

Additionally applies -50% accuracy and poisoned units lose 3 WP at the beginning of their turn

Iconoclast SG

Damage decreased from 35 to 30, Effective Range increased 8 -> 13

Nergal’s Wrath HG

Halved damage and AP cost

Recover

Recover now removes 50% viral damage

Stimpack

In addition to Frenzy effect also restores disabled Body Parts

Throw Turret

WP cost 0 -> 2

Purification Grenade

Cost increased (mat 13 ->26, tech 5 -> 10), Shred 5 -> 0

Yggdrassil Grenade

Added Mutagens cost 0 -> 10

Cure Spray (Mutoid)

WP Cost 2 -> 4

Hera HG

Piercing 30 -> 20, Ammo Capacity 8 -> 5

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Balance Adjustments

���

Name

Description

Redemptor SG (KE)

ER 19 -> 13, Damage 50 -> 40

Obliterator AR (KE)

Damage 40 -> 30

Tormentor HG (KE)

Damage 50 -> 40

Bionic: Juggernaut Torso

shield deploy AP cost 1 -> 0

Bionics: Mirage Legs

Speed +1 -> +2

Exertion

AP bonus 1 -> 2, WP cost 3 -> 5

Acid Spit (Mutoid)

Also grants Acid Resistance

Imhullu Grenade

Add 240 Shock

Mutoids

Gain Assault Rifle and Handgun proficiencies

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Balance Adjustments

���

Name

Description

Slam Strike SG

Shock 140 -> 180

Judgement Head

WP bonus +8 -> +4

Screaming Head

WP bonus +4 -> +8

Bash

Increase damage to weapon from 0,45 to 0,6

Danchev AR

Acid 5 -> 10, Shred 0 -> 1

Danchev MG

Shred 0 -> 3 , ER 14 (BC) -> 17

Shadow Legs Mutations

Speed 0 -> +1

VVA-2 Tech Arms Ammo

Cost Increased. Mats 20 -> 55 , Tech 10 -> 25 15