XCOM 2
[WOTC] Proficiency Class Pack
 This topic has been pinned, so it's probably important
shiremct  [developer] Aug 26, 2018 @ 2:29am
Marksman Abilities & Details
Assault Infantry
Stealthy and precise, the Marksman excels in reconnaissance and priority target elimination.


Abilities are split up into three thematic groupings:
  • Sniper -
  • Spotter -
  • Scout -

Loadout
  • Sniper Rifle
  • Vektor Rifle
  • Holotargeter
  • Pistol

Class Stats and Abilities
Marksman 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
Marksman Ability Tree:
Level Sniper Spotter Scout 1 Precision Targeting Holotarget Phantom 2 Lead the Target Adv. Weapon Handling Stalker 3 High Approach Angle Lightweight Optics Muffled Shot 4 Raptor's Perch Efficient Targeting Quick-Set Bipod 5 Weapon Specialist Vital Point Targeting Opportunist 6 Precision Shot Ready For Anything Ghost 7 Apex Predator Sentry Concealing Smoke

Squaddie [Rank 1] and Proficiency-Granted Skills

Precision Targeting (Class Proficiency Skill) - Gain the Brace ability and bonuses while braced: +Crit Chance against targets in cover (or that do not use cover), Reduce range aim penalties from Squadsight, and reduce chance enemies can dodge the Marksman's shots.
See the pic on the main page for the breakdown of which effects are granted at which proficiency level/rank.

Holotarget - Holotarget an enemy to make all attacks against them have an increased chance to hit for 1 turn. Requires Holotargeter equipped.

Phantom - Always start missions concealed and stay concealed when the squad breaks concealment.

Brace - Setup steady firing base that grants an aim bonus, squadsight to holotargeter and sniper rifles, and enables bonus effects from Precision Targeting and other abilities. Costs one action and ends the turn. Moving will cancel the effect.

Corporal [Rank 2]

Lead The Target - Queue a shot against an enemy that is fired on their turn with an increased chance to hit. Only costs one action, but must be Braced. Does not count as reaction fire, but the shot cannot critically hit.

Advanced Weapon Handling - Vektor Rifles gain +1 Critical Hit Damage. Sniper Rifles can now be fired with only one action remaining, but snapshots do not gain any bonuses from Precision Targeting and cannot Critically Hit.

Stalker - Gain +20% crit chance against enemy's that cannot see you (concealed or squadsight) and a togglable ability, Stalk, that trades some mobility for a detection range bonus.

Sergeant [Rank 3]

High Approach Angle - When firing at enemies at lower elevations while Braced, halve the defense they receive from cover.

Lightweight Optics - Holotargeter and Sniper Rifles have squadsight without being braced.

Muffled Shot - While concealed, take a sub-sonic shot that will not reveal your position, but will only deal half damage. 2 turn cooldown.

Lieutenant [Rank 4]

Raptor's Perch - Once per turn, while Braced, get one action point refunded after killing an enemy at a lower elevation.

Efficient Targeting - Holotargeting no longer ends the turn and the effect persists on enemies for one additional turn.

Quick-Set Bipod - Brace no longer ends the turn. Automatically activate Brace at the end of your turn if you only used movement actions.

Captain [Rank 5]

Weapon Specialist - Gain +1 base Damage with your primary weapon.

Vital Point Targeting - Holotargeted enemies take extra damage from all attacks and are more likely to be critically hit.

Opportunist - Deal +2 base Damage to flanked enemies. Does not apply to units that do not use cover.

Major [Rank 6]

Precision Shot - Take a more difficult, but debilitating shot that has an aim penalty, but does extra damage and applies a 1-action stun to the target if it hits. Must be Braced, 3-turn cooldown.

Ready For Anything - Standard shots that end the turn will automatically put the unit into overwatch. Overwatching with a Sniper rifle now only requires one action.

Ghost - Gain +2 Mobility while concealed and kills where no enemies remain within normal visibility range of the Marksman retain concealment.

Colonel [Rank 7]

Apex Predator - Critical hits deal +1 damage and have a chance to disorient or panic the target and nearby enemies.

Sentry - Gain Covering Fire and Cool Under Pressure

Concealing Smoke - Deploy a dense smoke grenade at the Marksman's position, putting them and any stealthy allies within the cloud back into concealment. 1 charge.


Available Training Center Abilities

Reconnaissance- - 15% bonus to detection radius and sight range while concealed.

Low Profile - Low cover counts as High cover.

Smokescreen - Gain +1 free smoke grenade and +1 to any equipped smoke grenades.

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

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

Untouchable - Gain immunity to the next attack if the unit scored a kill this turn.

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

Bandolier - Gain a dedicated ammo inventory slot.


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 @ 3:26pm