XCOM 2
[WOTC] Proficiency Class Pack
 This topic has been pinned, so it's probably important
shiremct  [developer] May 4, 2019 @ 11:36pm
Marine Abilities & Details
Marine
The backbone of XCOM's military forces, the Marines are mobile infantry skilled in the use of automatic weapons and bounding maneuvers.


Abilities are split up into three thematic groupings:
  • Rifleman -
  • Trooper -
  • Machinegunner -

Loadout
  • Assault Rifle
  • Cannon/Machinegun
  • Sawed-off Shotgun

Class Stats and Abilities
Marine stat progression (with base-game classes for comparison):
Class Health Aim Will Dodge Hack Assault Infantry 6 15 5 0 10 Field Medic 5 10 15 10 10 Marine 5 15 5 0 10 Marksman 4 25 5 0 10 Sapper 6 10 10 10 10 Tech. Specialist 4 15 5 0 80 - - - - - - - - - - - - - - - Grenadier 6 10 5 0 15 Ranger 6 15 5 0 15 Sharpshooter 4 26 5 0 15 Specialist 6 15 5 0 75
Marine Ability Tree:
Level Rifleman Trooper Machinegunner 1 Fire Disciipline Traverse Fire Suppressive Fire 2 Locked On Flush 'em Out Danger Zone 3 Sentinel Pin 'em Down Shredder 4 Ever Vigilant Light 'em Up Emplaced 5 Combat Awareness Bring'em On No-Man's Land 6 On-Target Weapons Hot Withering Barrage 7 Tactical Sense Aggression Zeroed In

Squaddie [Rank 1] and Proficiency-Granted Skills

Fire Discipline (Class Proficiency Skill) - The Marine's proficiency with reactive fire improves with experience: grants the ability to set a minimum chance to hit threshold for reaction shots to be taken, allows reaction shots to Crit, grants bonus chance to hit on reaction shots, and adds additional rounds to your weapons' magazines.

Sustained Fire - Taking a standard shot will not end the turn, but any remaining actions points will be converted to a special type that ONLY allows overwatching, suppressing, or reloading.

Suppressive Fire - Suppress and pin down enemies through volume of fire. Grants both single target and zone suppression abilities. Zone Suppression has a wider arc when equipped with cannons, but cannons require 2 action points to activate in trade (rifles - with their lower damage, magazine ammo, and AOE arc - can activate Zone Suppression with only 1 action).

Corporal [Rank 2]

Covering Fire - Reaction shots can trigger on any action, not just movement.

Flush'em Out - Take a special shot that has a +30% chance to hit and forces the target to move if it hits. Shot costs 2 ammo and can only deal 50% base damage. 1 turn cooldown.

Danger Zone - The cone width for Zone Suppression is increased by +2 Tiles. If equipped with a cannon, this bonus is increased to +3 Tiles.

Sergeant [Rank 3]

Ever Vigilant - If you only used movement actions this turn, automatically enter overwatch at the end of your turn. Base-game ability.

Pin'em Down - Suppression abilities apply a 35% Mobility penalty to targets until the start of their next turn.

Splinter Armor - Attacks with your primary weapon shred armor - 1 armor shred for Rifles and 2 armor shred for Cannons. These bonuses do not increase with weapon tech.

Lieutenant [Rank 4]

Sentinel - When entering Overwatch, you may now fire on up to 2 targets.

Light'em Up - Standard shots no longer end the turn. Replaces Sustained Fire, allowing the Marine to fire twice or fire and then move or take another unrestricted action.

Emplaced - If you did not move last turn, gain +5 Aim and a weapon range increase of +5 Tiles. Bonus is lost after moving.

Captain [Rank 5]

Combat Awareness - Grants +10% Defense and +1 Armor when in overwatch or suppressing a target.

Bring'em On - Critical Hits on enemies from Suppression reaction shots will deal +2 Damage.

No-Man's Land - Take reaction shots at any unsuppressed targets moving into or through your Zone Suppression area. Turns your Zone Suppression into a Killzone.

Major [Rank 6]

On-Target - Enemies are 25% less likely to Dodge your attacks. Direct attacks that miss have a 25% chance to graze the target instead.

Weapons Hot - Gain a 50% chance to take a reaction shot at newly activated enemies when they scamper.

Withering Barrage - Suppression abilities now have a 25% chance to graze each target when applied. This damage is applied when Suppression is initiated (not on reaction shots) and does not cost any additional ammo.

Colonel [Rank 7]

Tactical Sense - Gain +2% Defense per enemy in range, up to a maximum bonus of +20%. The Lost do not count toward this bonus.

Aggression - Gain +2% Critical Hit chance per enemy in range, up to a maximum bonus of +20%. The Lost do not count toward this bonus.

Zeroed In - Gain +2% chance to trigger Withering Barrage per enemy in range, up to a maximum bonus of +20%. The Lost do not count toward this bonus.Requires Withering Barrage.


Available Training Center Abilities

Bandolier - Gain a dedicated ammo inventory slot.

Certified CMT - Equipped medkits gain +1 charge and heal +2 HP.

Impressive Strength - Gain +2 Hitpoints and +30% grenade throw range.

High Caliber - Gain +1 Damage and +2 Armor Pierce with your primary weapon in exchange for -2 total rounds in the magazine.

Entrenched - Gain 1HP of damage resistance and Crit immunity when shot through Full Cover.

Lightning Reflexes - Gain a passive +25% Defense bonus against all incoming reaction fire and gain immunity to the first reaction fire shot that would have hit (the immunity is not wasted on reaction shots that roll a miss).


You can also reference the GoogleDoc Here[docs.google.com] to view the abilities in a table format.
Last edited by shiremct; Oct 13, 2019 @ 5:57pm