XCOM 2
[WOTC] Proficiency Class Pack
 This topic has been pinned, so it's probably important
shiremct  [developer] Apr 19, 2019 @ 6:40pm
Sapper Abilities & Details
Sapper
The Sapper provides long-range explosive support and is adept at disrupting enemy formations and fortifications


Abilities are split up into three thematic groupings:
  • Grenadier - Explosive assault trooper that specializes in neutralizing enemy strongpoints.
  • Fusilier - Supporting light infantry that harries and disrupts the enemy's formations.
  • Guardsman - Hardy defender that can secure a flank and support the squad from afar.

Loadout

Class Stats and Abilities
Sapper 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
Sapper Ability Tree:
Level Grenadier Fusilier Gaurdsman 1 Explosive Ordnance Launch Grenade Defensive Mine 2 Blast Padding Skirmisher Entrenched 3 Demolition Return Fire Fire Support 4 Air-Burst Grenades Salvo Concussion Grenades 5 Charge! Reposition Rapid Deployment 6 Concentrated Corrosives Burn Out Chemical Warfare 7 Destructive Nature Shredder Hold Position

Squaddie [Rank 1] and Proficiency-Granted Skills

Explosive Ordnance (Class Proficiency Skill) - The Sapper's capacity for explosive mayhem increases with experience: grants a grenade pocket, +charges to equipped grenades in the grenade pocket, and increased environmental and base damage for standard explosive grenades.

Launch Grenade - Use the Grenade Launcher to increase the distance and blast radius of equipped grenades. Base-game ability.

Defensive Mine - Gain a small defensive proximity mine that may be deployed at the Sapper's position. Is a free action to deploy, but is must be deployed in a free tile adjacent to the Sapper - it is not launched with the Grenade Launcher (has a much smaller radius and less damage than standard launched Proximity Mines).

Corporal [Rank 2]

Blast Padding - Gain 1 point of armor and incoming explosive damage is reduced by 66%. Base-game ability.

Skirmisher - Gain +2 Mobility and, at the end of each turn, gain +2.5% chance per tile moved (up to 25% max) to convert a received standard hit into a graze.

Entrenched - Gain damage resistance (incoming damage is reduced by -2HP) and immunity to Critical Hits when shot through Full Cover.

Sergeant [Rank 3]

Demolition - Shoot at an enemy with your primary weapon, doing no damage, but destroying their cover. Base-game ability.

Return Fire - Up to 2 times per turn, return fire with your primary weapon on any enemies attacking you.

Fire Support - Gain rifle supression and a +10 bonus chance to hit the target if they move (or attack, with Covering Fire). Does not work when equipped with a Shotgun.

Lieutenant [Rank 4]

Air-Burst Grenades - Grenades gain a +1 tile bonus to their explosion radius.

Salvo - Launching a grenade or firing a heavy weapon with your first action no longer ends the turn. Base-game ability.

Concussion Grenades - Equipped flashbangs gain +1 charge and most other grenades types now disorient the targets on impact.

Captain [Rank 5]

Charge! - Charge up to an enemy in movement range, shooting them with your primary weapon from point-blank range at the end of the movement.

Reposition - Once per turn, after landing a hit on a flanked or exposed target (including targets that cannot take cover), gain a movement-only action point to reposition with at a reduced mobility.

Rapid Deployment - After activating this ability, the next support grenade thrown or launched this turn will not cost an action.

Major [Rank 6]

Concentrated Corrosives - Equipped Acid grenades rupture the targets, causing organic enemies to take +1 additional damage and mechanical enemies to take +2 additional damage. Enemies that are immune to Acid are immune to the rupture effect.

Burn Out - Equipped Incendiary grenades have a chance to cause organic targets to scatter or panic. Enemies that are immune to Fire/Burning are immune to the scatter/panic effects.

Chemical Warfare - Equipped Gas grenades cause organic targets to be sunned for one action on their following turn. Enemies that are immune to Poison are immune to the stun effect.

Colonel [Rank 7]

Destructive Nature - Gain the ability to equip heavy weapons regardless of which armor type is worn. Heavy Weapons now also gain all benefits from Explosive Ordnance.

Shredder - Attacks with your primary weapon shred enemy armor. Base-game ability.

Hold Position - Reload your weapon and enter a special form of overwatch, firing on any enemies in-range that move (or attack, with Covering Fire) until ammo is depleted. Must be in Full Cover to activate.


Available Training Center Abilities

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

HEAT Grenades - Standard explosive grenades pierce and shred 1 additional point of armor.

Smokescreen - Gain +1 free smoke grenade and equipped smoke grenades gain +1 charge.

Unbreakable - Gain immunity to panic, stuns, and mind control.

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

Minefield - Gain +2 additional Defensive Mine charges.

Sprint - Activate to gain an additional movement-only action. 4 turn cooldown.

Opportunist - Gain +2 damage against flanked targets. Does not apply to explosive attacks or to enemies that do not use cover.


You can also reference the GoogleDoc Here[docs.google.com] to view the abilities in a table format.
Last edited by shiremct; Aug 17, 2019 @ 7:15am