XCOM 2
37 ratings
A Requiem Campaign: Fusilier Class/Ironsights Spec
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
294.045 KB
21 Apr, 2024 @ 1:43am
30 May @ 9:58am
17 Change Notes ( view )

Subscribe to download
A Requiem Campaign: Fusilier Class/Ironsights Spec

In 1 collection by ReshiKillim
A Requiem For Tedjam - The Official Beyond Legendary Collection
300 items
Description
The Fusilier
The Fusilier Corps specializes in Marksmanship, and their effectiveness at long range is second to none. They also wield an Autopistol in case of emergencies.


Standard Ability Trees

Rank
Fusilier
Hawkeye
Duelist
Squaddie
Tracking Shot
Fusilier
Squadsight(
Description
Mark a Target with a laser sight. If the Target does not move too far or break line of fire, gain the ability to fire a Tracking Shot at the Target if the Fusilier has not moved on the prior turn. Tracking Shots are Guaranteed to Hit and Crit a Tracked Target.
Gain a Fusil Point for Every Successful Tracking Shot. All Primary Attacks deal +1 Damage for each Fusil Point. If the Fusilier has Three or More Fusil Points, Tracking Shot is a Free Action. If The Fusilier has reached Maximum Fusil Points, Fusilier's Damage Bonus is Doubled on Tracking Shots.
Can Attack Distant Targets, provided there is line of sight and and an Ally can see the target.
Corporal
Long Watch
Deep Cover
Aim
Description
Can Overwatch against targets at Squadsight Distance.
Automatically Hunker Down if you do not Attack in a turn.
Hunkering Down now confers bonus Aim to the first shot on the following turn.
Sergeant
Steady Hands
Run And Gun
Return Fire
Description
If you did not move last turn, gain bonus Aim and bonus Critical chance.
Gain an Offense-Only Action Point.
Fire back at Attackers with an Autopistol.
Lieutenant
Shredder
Eagles Nest
Lightning Hands
Description
Primary Weapon Attacks Shred Armor.
Reaction Fire with Height Advantage against The Target has a +20 Aim Bonus.
Free Action autopistol Attack.
Captain
Deadeye
Grapple
Quickdraw
Description
Fire a Shot that deals Extra Damage.
Can Grapple to Locations.
First Action Autopistol Attacks are not Turn Ending.
Major
Rupture
Implacable
Twin Shot
Description
Special Attack that causes the target to take increased damage from subsequent attacks.
Can Reposition after getting a Kill Shot
Take an autopistol shot with an aim penalty. If you hit the target, you take another shot on the target automatically.
Colonel
Death From Above
Snipers Mantra
Faceoff
Description
Killing an enemy at a lower elevation with your primary weapon costs only a single action and does not end your turn.
If the Fusilier has not Moved this turn, deal +2 Damage.
Fire the Autopistol at all visible targets.
Brigadier
Slaughterhouse
Hawk Eyes
Bullet Swarm
Description
Mark all Targets within a Cone for Tracking Shot with a laser sight if the Fusilier has a line of Fire to the target. If the Targets do not move too far or break line of fire, the Fusilier gains the ability to fire a Tracking Shot at any of the Tracked Targets.
Gain +4 Sight Range and +10 Aim.
Crazily Fire the autopistol with utter disregard for aim, guaranteeing a Hit against the Target.

Ironsights Amalgamation Spec Ability Potential Rolls

Rank
Squaddie
Starts With
Tracking Shot (Only Works with Sniper Rifles)
Squadsight (Required for Tracking Shot to function)
Corporal
Long Watch
Hawk Eyes
In The Sights (Bonus Crit against Enemies below 50% HP)
Precision Detonation (Shoot Environmental Explosive for double damage)
Sergeant
Eagles Nest
Snipers Mantra
Covering Fire
Cool Under Pressure
Suppressive Shot
Lieutenant
Eagles Nest
Snipers Mantra
Covering Fire
Cool Under Pressure
Suppressive Shot
Captain
Steady Hands
Implacable
Grapple
Major
Rapid Draw (Rapid Fire for Sniper Rifles)
Blood Trail
Deadeye
Slaugherhouse
Colonel
Rapid Draw (Rapid Fire for Sniper Rifles)
Blood Trail
Deadeye
Slaugherhouse
Brigadier
Fusilier


Compatibility
Should work with just about everything. LWOTC, Modjam, CI, and whatnot.

Now Amalgamation Compatible!
Popular Discussions View All (1)
0
10 Jun @ 5:22am
Spanish translation
Kanario97
18 Comments
david.kahil1 12 Jul @ 11:34pm 
this class has been a game changer for me, must have in every squad
ReshiKillim  [author] 11 Jun @ 2:31pm 
There is not a config for that feature, no. And Slaughterhouse has the same restriction on actually firing the shot.
Wolf Renegade 11 Jun @ 11:15am 
@ReshiKillim I see, I just have a couple of questions;
Just to confirm does slaughterhouse follow the same logic when attempting to track enemies?
Is there a setting in the config to change the behavior of having to wait 2 turns technically in the same spot if you have moved the turn prior?
What about Slaughterhouse not appearing at all some times?
ReshiKillim  [author] 11 Jun @ 10:37am 
@Tailok Cost-Based Ability Colors has troubles handling the conditional logic of the ability, the ability becomes a free action *if* the required conditions are met. Otherwise, it is not a free action.

@Wolf Renegade To be clear, as is stated in the ability info, the condition requires no movement on the *prior* turn as well as the current turn. So if a unit moves then tracks, the next turn, they still will not be able to use tracking shot.
Wolf Renegade 10 Jun @ 3:35pm 
Just echoing the same concerns mentioned below. Tracking Shot often fails to appear, even when neither unit moves. This seems to be highly inconsistent, some times it does but most of the time it doesn't.

Slaughterhouse suffers from a similar issue: the ability fails to appear on the ability bar about 90% of the time. When it does appear and is used, it often suffers the same problem as Tracking Shot. Additionally, I've noticed that it sometimes only marks the first target it hits, rather than affecting all intended targets.
Tommy 12 May @ 1:30am 
[Lightning Hands]
Error! Pistol_MercPlasma has no AbilityDescName!
Tailok 9 May @ 4:57pm 
Having two issues with the tracking shot. Tracking marked the Chosen, he moved still inside the cone, and could shoot with squadsight but couldn't use the tracking shot. Another issue, after marking and nobody moves I can use the tracking shot, the color indicates its a free action, but it uses both action points anyways. I started using the mod "Viper's Weapon Rebalance" and I under if the sniper adjustments bug out the tracking shot? Just a theory. Really like the fusilier!
xf100t 1 May @ 12:42pm 
Nobody is moving in this situation. Tracking mark is placed. Enemy takes turn, shoots, doesn't move. Soldier's turn, doesn't move, can't shoot tracking shot, but can use long watch.
ReshiKillim  [author] 1 May @ 12:41am 
@xf100t If you're moving the soldier, you won't be able to use it. It requires the soldier to have not moved from the prior turn until the shot is made
xf100t 30 Apr @ 8:52pm 
I'm having an issue with the tracking shot. I can place it, but can't seem to shoot, I don't even get the option to shoot on the next turn, even if the enemy didn't move at all. Any idea what's going wrong? It seemed to start after I picked up the longwatch perk, but I don't know why.