XCOM 2
[WOTC] Proficiency Class Pack
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shiremct  [developer] May 23, 2018 @ 5:53pm
Assault Infantry Abilities & Details
Assault Infantry
A dominating force in close quarters combat, the resilient and aggresive Assault Infantry specializes in taking and holding ground.


Abilities are split up into three thematic groupings:
  • Stormtrooper - Storm a position and quickly dispatch impaired targets with deadly efficiency.
  • Bastion - A mobile fortress that can rotate between offense and defense.
  • Vanguard - A melee specialist with plenty of mobility to lead the charge.

Loadout
  • Shotgun
  • Bullpup
  • Sword
  • Combat Knife

Class Stats and Abilities
Assault Infantry 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
Assault Infantry Ability Tree:
Level Stormtrooper Bastion Vanguard 1 CQB Dominance Run And Gun Slash 2 Prep for Entry Zone of Control Honed Edge 3 Breaching Maneuver Deep Reserves Breakthrough 4 Lightning Reflexes Battering Ram Combatives 5 Shock and Maul Killer Instinct Ruthless 6 Concussion Grenades Zone Defense Untouchable 7 Sweep and Clear Roving Warrior Relentless

Squaddie [Rank 1] and Proficiency-Granted Skills

CQB Dominance (Class Proficiency Skill) - Gain bonuses against enemies in Close-Quarters-Battle that improve with experience: grants bonuses to Defense, Critical Hit Defense, and Critical Hit Chance in an increasing CQB Dominance radius that also improves the range of other class abilities. See the pic on the main page for the breakdown of which effects are granted at which proficiency level/rank.

Run and Gun - Similar to the vanilla ability that grants an additional non-movement action on activation, but has a variable cooldown based on the weapons the Assault Infantry has equipped (light weapons - the bullpup and combat knife - reduce the cooldown) and breaks concealment on use.

Sword Slash - Vanillia base melee skill that allows a dashing slash attack.

Corporal [Rank 2]

Prep for Entry - Activate to allow the next grenade to be thrown for free but with a 50% penalty to throw distance. 4 turn cooldown. Use this to initiate an attack by throwing a flashbang or concussion grenade to impair targets before moving in to neutralize them.

Zone of Control - All enemies within the Assault Infantry's CQB Dominance radius suffer penalties to Aim and Mobility.

Honed Edge - Gain +15% Aim and Critical Hit Chance with all melee attacks.

Sergeant [Rank 3]

Breaching Maneuver - Turn-ending attacks on stunned or disoriented targets refund a partial-movement action point (50% penalty to Mobility) This penalty is reduced to 25% if triggered by a light weapon (knife/bullpup).

Deep Reserves - Gain +2 Mobility for the turn after Run and Gun is activated and reduce Run and Gun's cooldown by 1 turn.

Breakthrough - Get a partial-movement action point (50% penalty to Mobility) refunded after a turn-ending melee attack. This penalty is reduced to 25% if triggered by a light weapon (knife).

Lieutenant [Rank 4]

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).

Battering Ram - Gain 1 point of armor and gain 1 additional point of armor for one turn after Run and Gun is activated.

Combatives - Gain a +10 bonus to Dodge and the ability to parry and counter-attack incoming enemy melee attacks.

Captain [Rank 5]

Shock and Maul - Deal +1 Damage to stunned or disoriented targets and deal an additional +1 Damage if those targets are within CQB Dominance radius.

Killer Instinct - Deal +1 Damage and +25% total damage on Critical Hits for one turn after Run and Gun is activated.

Ruthless - Deal +1 Damage and +20% chance to score a Critical Hit on all melee attacks.

Major [Rank 6]

Concussion Grenades - Gain a grenade pocket to equip a second grenade. Equipped Flashbangs gain +1 charge and most other grenade types will now also disorient targets on impact.

Zone Defense - After entering Overwatch, gain automatic reaction shots against any enemy that moves or attacks within CQB Dominance radius (like Close Combat Specialist). Zone Defense shots can only target each enemy once, but may stack with the Overwatch shot to potentially target a single enemy twice.

Untouchable - Vanillia ability - gain immunity to the first attack for one turn after killing an enemy.

Colonel [Rank 7]

Sweep and Clear - Once per turn, after killing a stunned or disoriented target with a turn-ending attack, get one non-movement action point refunded. Can stack with Breaching Maneuver/Breakthrough.

Roving Warrior - Standard shots are no longer turn-ending for one turn after Run and Gun is activated.

Relentless - Once per turn, after killing an enemy with a turn-ending melee attack, get one non-movement action point refunded. Can stack with Breakthrough/Breaching Maneuver.

Available Training Center Abilities

Total Combat - Using an item or throwing grenades no longer end your turn.

Take Cover! - Gain the ability to Hunker Down with movement-only action points. Automatically Hunker Down at the end of your turn if you only used movement actions (like Ever Vigilant).

Slip Into Position - Always start missions concealed and retain concealment when the squad is revealed (Phantom). Gain a bonus to detection radius based on weapons equipped.

Ever Vigilant - Automatically enter Overwatch at the end of your turn if you only moved.

Evasive - At the end of each turn, gain a bonus of +1 Dodge per tile moved up to a maximum bonus of +10.

Blast Padding - Gain a point of armor and reduce damage taken from explosives.


You can also reference the GoogleDoc Here[docs.google.com] to view the abilities in a table format.
Last edited by shiremct; Nov 13, 2019 @ 8:40pm