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Legacy SpecOps Class
File Size
1.240 MB
Jun 26, 2016 @ 4:19pm
Apr 6 @ 12:30pm
29 Change Notes ( view )

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Legacy SpecOps Class

In 1 collection by Musashi
Musashi's Stealth Overhaul
6 items
SpecOps are highly trained special forces that focus on guerilla warfare and hit and run tactics.

If you use the LW Perk Pack please use this version of the class.

The SpecOps soldier specializes in silently sabotaging, deceiving, confusing and killing his enemies.
He is at its best when staying in the shadows.
Their weakness is a low health progression making them very vulnerable when exposed.

All abilities but the squaddie perks are custom made.

SpecOps Loadout:
Primary Weapon: Rifle
Secondary Weapon: Combat Knife

Left Tree: Covert Ops
Right Tree: Guerilla Warfare

SQUADDIE (Both Perks)
Sword Slice (Vanilla)
Phantom (Vanilla)

Knife Juggler (Gain + 1 Bonus Damage, +10 aim and 1 additional use for the Throwing Knives.)

Backstabber (Gain + 2 Bonus Damage and the cooldown for silent takedown is reduced by 1 for the Combat Knives and Ninjato)

Demolition Expert (The demolition experts sets up charges for situations where a little 'distraction' is needed. Blows up all explosive devices (cars, gas tanks, etc.) in 10 tile radius. If possible the soldier enters concealment. Can only be used once per mission.)

Ambush (Overwatch a single target with Covering Fire. This attack may critically hit. If you kill the target you remain concealed. Can only be activated while concealed.)

Evasion (When your concealment is broken for the first time you spawn a mimic beacon at a random tile in 5 tile radius to your location.)

Aggression (All of your attacks get +10 Crit chance for each enemy you can see, to a max of +30. Aggression even affects attacks that can't normally crit, such as grenades.)

SpecOps Flashbang (The SpecOps version of the flash grenade packs a bigger punch at the expense of detonation radius. It disorients enemies and has a 30% stun chance. The usage does not break your concealment and in combination with aggression it also does some damage on critical hits.)

Shadowstrike (Like vanilla)

Marksman (Provides limited Squadsight of 4 tiles beyond your sight radius to your primary weapon. Also grants squadsight overwatch with the same range, which is still usable after you move)

Plant X4 (You carry two charges of X4 with a remote trigger. Planting X4 cost 1 AP and does not break concealment. Triggering all previous planted X4 is a free action and does not break concealment. X4 does 8-10 damage, shred 2 and armor pierce 2 in 8 tile radius)

Stealth Tactics (If you see no visible enemy at the start of your turn you enter concealment.)

Ghost (Become a ghost on the battlefield. Killing an enemy does not break your concealment.)

GTS Perks
Band of Brothers, Rank 3, 75 Supplies (Knocking out targets, picking up or dropping bodies does not cost an action point and do not end your turn.)

Recon, Rank 5, 125 Supplies (Your SpecOps soldiers are recon specialists behind enemy lines. 30% less detection radius and +2 sight radius.)

SpecOps Combat Knives Dependency
The SpecOps Combat Knives mod was originally intended to be part of the class mod.
Although it is no hard dependency (works without it) you will loose one promotion rank, if you don't subscribe to it, because the combat knife related abilites are useless to you then.
It's more fun with it anyway :)

Silent kill mechanics
Whenever you successfully kill someone using a stealth kill ability,
you remain concealed but you gain a certain suspicion level (depending on the action).

Then you next stealth kill has a chance of (current suspicion level * current detection modifier)% to break your concealment even if you kill your target.

If nobody of your concealed soldiers silently kill for one round your suspicion level decreases by 10.
Your suspicion level resets to 0 when you kill the last member of a pod and no other enemy saw/sees you this turn (Unconcealed squad members included).

For example your current detection modifier is 0.8 (you carry a smg) and you have a current suspicion level of 40,
your next silent kill has a chance of 32% to fail (40 suspicion level * 0.8 detection modifier).
If you miss your shot or don't deal enough damage to kill your target your concelmeant breaks no matter what.
The detection modifier is capped at 0.5 minimum for this calculation.

There a two modes: Global Suspicion (the default) where you have one suspicion level for all you troops
and Individual Suspicion where the level is tracked for each soldier individually.

If you silently kill a enemy from an unactivated pod,
the rest of the pod will be activated and get a scamper move to take cover or search for you.

You can turn off or tune this mechanic in the XComStealthOverhaul.ini.

Note if you are using more of my stealth mods you will have multiple XComStealthOverhaul.ini files.
Then you will need to first remove a config entry and then add it so your changes survive the xcom 2 config cascade.
For example you want to change suspicion increment per shot from 20 to 10:

Known Issues
When blowing up self with X4 the death animation is currently broken. But you are not so stupid to attempt that anyway right?

Where is that hat from?
Its the floppy boonie. It is part of the resistance warrior pack.

Where is that armor from?
Titanfall Gear

Class and GTS Icons are from Sidetable. Thx a lot!

This is an alpha release so expect some bugs and report them please.
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Supakawk Oct 12 @ 3:36pm 
Just a reminder that a lot of us would love a WoTC update. I love love love this class and would love to play it again in WoTC.
AzureTerra Sep 4 @ 5:35am 
I look forward to this coming to the Expac
Rex705 Sep 2 @ 8:25pm 
I hope to see a WOTC update :)
DeeCeeDood Sep 1 @ 12:30pm 
The specop class is the only class mod I (personally) feel adds real value to LW2. Now that I'm stuck with 4 classes in WotC, I'm seriously missing this one. I'm hoping this, and the supporting mods (re: silencers) get the WotC treatment sooner than later to save me! :)
EVERYONE MUST DIE!!!!! Aug 5 @ 8:22pm 
I cannot promote the spec ops class past the first teir. It is just blank. Is their a way that this can be fixed on my end. Im playing with the Alien Hunter DLC. I do not have any long war or long war 2 mods installed.
Musashi  [author] Jul 1 @ 6:44am 
The [LW2] i added when long war 2 came out to indicate its *compatible* with LW2. Removed it now since it seems to confuses people who don't like to read mod descriptions.
EmoHawkas Jul 1 @ 6:41am 
Hi dude ! Which one work without LW ? Both say that they require [LW2]Spec Ops Combat Knive
oldleg1985 Jun 29 @ 1:55pm 
so spec ops class no longer works properly, i can no longer do pramotions beyond major or even the first pramotion eather, they just are blank
Lux Manifestus Jun 27 @ 4:14pm 
@Musashi, there are a few vanilla mechanics for concealment which I think are nonsensical and limit the effectivness of concealed troops. Can you modify the ability mechanics so that throwing smoke grenades, mimic beacons, proximity mines, and battle scanners (if it does) does not break concealment? I don't know if you'd want to include offensive grenades as well but I feel like the covert classes could become much more useful, especially early game, if they can throw smoke or mimic beacons without losing concealment. What do you think?
Scrutiny Jun 25 @ 12:44am 
Probably the one with LW2 in the title.
Just a hunch.