The top two posts here are separate but similar mods. This post is Reaver's Soldier Classes which makes relatively small changes, and the post below is RPG Classes which makes much larger changes to soldiers.Reaver's Soldier ClassesThis is a simple mod which adds new soldier "classes" to enable you to streamline your hiring process. The class soldiers have the same maximum attributes as your basic soldiers but some of their minimum attributes are increased. They cost more and will perform better initially, but over the long term basic soldiers are just as good yet cheaper.
Once you have purchased soldiers, they lose their class designation, and you will only see their name and attributes. You can still see how many you have of each class in the monthly costs, and you can also re-name them to mark them with their class if you want to.
Mod Portal page:
https://www.openxcom.com/mod/reaver-039-s-soldier-classesThe main version of this mod nerfs the psionics ability of your soldiers, because I believe that X-Com psionics are far too strong. You will still be able to take control of weaker aliens but you will probably never be mind controlling Ethereal Commanders. Maximum psi strength and psi skill have both been reduced from 100 to 60.
If you don't want the psi nerf, you can instead download the psi version of the mod, which maintains the original psi maximums of 100.
ClassesBreacher: frontline soldier
Breachers are good for putting at the front of your formation. They are the ones you would send to enter buildings or UFOs, or go around unexplored corners. These soldiers excel at close combat.
Attribute advantagesStamina: minor
Health: moderate
Reactions: major
Melee Accuracy: moderate
Ranger: field scout
Rangers are highly mobile and thus excellent for covering ground. They can explore terrain quickly and provide strategic support for other units.
Attribute advantagesTime Units: moderate
Energy: moderate
Firing Accuracy: minor
Throwing Accuracy: minor
Strength: minor
Sniper: high-accuracy shooter
Snipers can seek out a good vantage point with some cover and a wide field of view. From there they will be able to safely pick off aliens that your other soldiers reveal.
Attribute advantagesReactions: minor
Firing Accuracy: major
Heavy: heavy weapons specialist
Heavies are trained to use the heavy, cumbersome weapons. Those weapons are powerful yet unwieldy and dangerous. Heavy soldiers can handle such weapons much better than most soldiers can.
Note: Heavies have their base max reactions reduced, which makes them less likely to fire powerful weapons in an unsafe manner.
Attribute advantagesHealth: minor
Reactions: disadvantaged
Firing Accuracy: minor
Throwing Accuracy: minor
Strength: moderate
Elite: all-round high attributes
Elite soldiers are the most expensive class, and simply have higher minimum values in all attribute ranges. They are a bit expensive for their value, but you can rest assured that no elite soldier will ever have an attribute hole.
Attribute advantagesTime Units: minor
Stamina: minor
Health: minor
Bravery: minor
Reactions: minor
Firing Accuracy: minor
Throwing Accuracy: minor
Strength: minor
Melee Accuracy: minor
Major update version 1.1:I tweaked the medi-kit a bit and changed its UFOPedia entry, and also added a weaker first-aid kit borrowing (I've been told) Civilian's artwork. Unlike other mods with start-game medi-kits, my first-aid kit does not allow the use of pain killer or stimulant. The pain-killer and stimulant on the medi-kit have been buffed a lot-I hope. (I haven't managed to test that part.) I put some flavor text in the medi-kit UFOPedia entry explaining that it uses banned experimental serum techs, which also helps explain why you must research it. The first aid kit also heals a bit more.
The psi-amp now requires a mind probe and an ethereal corpse to build, and its UFOPedia entry reflects this. You cannot build mind probes anymore. The mind probe now costs only 40% time units to operate (like in RPG Classes mod).
Power Suit and Flying Suit were tweaked to be on the same level. Flying suit still requires UFO Navigation, but you do not have to research power suit first. Power suit/flying suit armor values swapped, now power suit is tougher. Power suit grants +10 TU and +20 strength, reflecting what is stated in its original UFOPedia entry. Flying suit grants +10 TU and +10 firing accuracy, and its UFOPedia entry is changed to reflect this.
Attribute caps have been reduced a bit. Strength only goes to 60 (reduced from 70), and firing/throwing accuracy only go to 100 (reduced from 120). Time units max at 75 instead of 80. This is partly to prevent the eventual development of overpowered soldiers, and also to balance with the armor bonuses. Now you can hire classed rookies, armor them up, and have them ready to fight at high capacity immediately. SoldierClassesPsi 1.1 does not decrease attribute caps, but still grants the armor attribute bonuses.
Items related to this update (including Ethereal Corpse) have had their sell values adjusted to reflect production costs or other things. Manufacturing flying suits is extremely profitable in terms of money earned per worker hour, but it requires a large flow of Elerium to sustain. Sell costs are furthermore based on $10,000 sell value Elerium, a change made in one of my other Reaver's X mods.