XCOM 2
Legacy Infiltrator Class
118 Comments
nephilimnexus 10 May, 2022 @ 5:45pm 
Take Bladestorm and Close Quarters Combat. In AWC, take Center Mass, Lethal Force and Lethal. Fleche into enemy pod formation targeting center unit. Pod scatters. Any unit adjacent to Infiltrator gets sword swiped. Every unit within 4 tiles gets shot at +5 damage.

Total pod wipe in one move.
matthias 31 Jan, 2018 @ 3:50pm 
My favorite class in xcom. Great work.
Rakdarian 12 Dec, 2017 @ 12:04am 
I'm getting a redscreen windows crash when relocation procs. Is there a fix?
AniGa 27 Oct, 2017 @ 8:27am 
I am sort of building a set of classes to play with... It's now down to Infantry, Rogue, Engineer, Technician, Field Medic, Samurai, Necromancer and this one, the Infiltrator.

That makes a nice set of unique classes with their own purpose - except for Rogue and Infiltrator. It's sort of two stealth classes, with the Infiltrator also sharing the whole melee thing with the Samurai.
The Rogue is this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=618036260&searchtext=rogue

Do you think the Rogue and the Infiltrator are different and unique enough from each other to justify starting my playthrough with both of them?
PillarGod 3 Oct, 2017 @ 5:19pm 
Is it possible to use any other pistol mods such as the Desert Eagle XIX or other pistols skins? It seems right now I can only use the Laser pistols and Xcom pistols. The other skins and pistols are locked to the Sharpshooter.
frickelas 14 Sep, 2017 @ 2:58pm 
its a bit op
Experiments 11 Sep, 2017 @ 12:37pm 
Cool, just checking. Marauder would work as a hotfix but wouldn't support utility-slot Sidearms down the line. Glad that we have the new AP system so I could get Blademaster for the lady.
Musashi  [author] 11 Sep, 2017 @ 12:25pm 
its currently broken
Experiments 11 Sep, 2017 @ 11:56am 
Consistently, Quickdraw does not activate for me. Does it properly proc with Primary-slot Shadowkeeper?
mulch eater 10 Sep, 2017 @ 8:11pm 
You see Vladimir,
When hold peestol like rifle,
You shall NEVER shoot inaccurate because of fear of shooting fingers!
Mulan 7 Sep, 2017 @ 4:45am 
u legend
Niteshade 3 Sep, 2017 @ 5:42pm 
@ Musashi, u sir are godly, ty so much!
K. Constantine 1 Sep, 2017 @ 7:59am 
This class seems amazing, I'd just prefer it were named Guerrilla, as only one of it's trees is about "infiltration".
awkwardmoment 31 Aug, 2017 @ 10:04am 
I really miss this class since WotC came out... it was a very fun guy to play with, cant wait for an updated version!
Niteshade 29 Aug, 2017 @ 9:31am 
I'll be greatly looking forward to your class mods with War of the chosen, using sword with pistol as a primary weapon became my top favorite class setup. it's going to be awkward now having to disable all my mods for the time being to play the expansion
Mulan 29 Aug, 2017 @ 2:47am 
thats for the quick response, no rush was just curious. i love this mod
Musashi  [author] 29 Aug, 2017 @ 2:46am 
I plan to make all my mods wot compatible eventually, this will take some time though, so please have a little patience.
Mulan 29 Aug, 2017 @ 2:41am 
any word on this becoming WotC compatible
Sleekie 26 Aug, 2017 @ 6:14am 
Close Combat Specialist is causing an odd glitch. Instead of firing at incoming stunlancers, they just kind of get deleted. They're just gone, no animations or skill popups, no feedback. They just disappear mid-charge.
Criken 25 Aug, 2017 @ 12:55am 
I can't seem to access the class :c
Through console or anything.
The Insane Hatter 15 Aug, 2017 @ 7:34pm 
Oh cool. Sorry for the needless comment then - last time I played it wasn't (and I'm waiting for war of the chosen before going back for xcom2). Great mod! It's a must in my games =)
Musashi  [author] 15 Aug, 2017 @ 5:01pm 
Shadowkeeper is already part of the primary pistol mod.
The Insane Hatter 15 Aug, 2017 @ 12:56pm 
Hey man, love your classes.

I was wondering - if it's not possible to port the shadowkeeper to be used as a primary weapon pistol for this class, maybe it's possible to make the sword the primary weapon and the pistol secondary? How hard would that be?

Then we could equip the shadowkeeper (it's so good it makes a pretty big difference to a pistol-focused character).
Vissy 10 Aug, 2017 @ 7:24am 
Aw, thought for a moment this was going to be like the Infiltrator from PlanetSide 2. Meaning, cloaking devices.
Spotter 1 Aug, 2017 @ 11:33am 
As usual, Musashi has awed me with the qualiity and thought put iinto these mods. :steamhappy:
Hydrorox 29 Jul, 2017 @ 1:38am 
Musashi, have you given any thought about doing a K9 soldier class?
Dave_El_Jefe 27 Jul, 2017 @ 10:25pm 
Ohh my bad, tyvm
Tachi 27 Jul, 2017 @ 7:47pm 
I'm playing vanilla with the LW laser pack and when I went from laser to plasma, my modded laser pistol didn't upgrade.
Musashi  [author] 26 Jul, 2017 @ 1:26pm 
FAQ
Dave_El_Jefe 26 Jul, 2017 @ 1:09pm 
What mods are for making Deadpool? plzplzpzlzplzpl
InterventoR 25 Jul, 2017 @ 9:39am 
@a8a: Glad to find i'm not the only one. Yes i can second for this "free quickshot for everyone in the universe" issue. Also i need to consult you guys: Has anyone else noticed that fleche inflicting too much damage? I'm aware fleche dmg calculations and yet melee dmg with fleche seems... excessive. Only explanation i could find that somehow hunter's instinct perk bonus being added to stack, despite to perk's description.
a8a 19 Jul, 2017 @ 1:26pm 
@Musashi Bug report:

This mod seems to be giving every class in my game with a pistol secondary weapon the ability to fire it as their first move without ending their turn, as if everyone with a pistol secondary has the "Quickdraw" perk (although this perk isn't listed on their character record).

This is happening regardless of whether I have an Infiltrator in the barracks or not, and when I do have an Infiltrator, before they have even taken the "Quickdraw" perk.

Disabling this mod reverts secondary pistols on other classes to their default behaviour of ending the turn when shot.

I'm using the Long War Perk Pack rather than Long War 2.
Lux Manifestus 18 Jul, 2017 @ 10:55am 
Oh cool, thanks.
Musashi  [author] 18 Jul, 2017 @ 3:37am 
Primary Pistols have ammo (6) and need to be reloaded @Lux Manifestus
Lux Manifestus 17 Jul, 2017 @ 10:47pm 
What is the advantage of the Raise the Stakes perk if the pistol and sword do not need to be relaoded? Am I missing something?
AccelOverdrive 17 Jul, 2017 @ 12:14am 
The class has some very good ideas for a sword and pistol based character, but I have to agree with Lord Arrojacast that it feels op. Between the distance I can travel and the fletch skill, I can easily clear a mission with just the one squadmate, just keep them in the back and make sure there's a lot of room between you and the target to get that bonus.

I'd reccomend giving fletch a cooldown at least since it's a skill that increases in damage based on the steps taken towards your target. Either that or reducing the distance you can travel with it.
76561198322429733 16 Jul, 2017 @ 4:46pm 
I also have a few small suggestions.

To further differentiate the class from vanilla ranger, how about changing the secondary equipment to LW gunner knife or better yet, reskin the skulljack item into a secondary weapon and reuse the skulljack animation as another kind of melee attack?

Give the class a specialist's base tech score (no gremlin so specialist would still be better for hacking related stuff). The hack stat would only be useful for mission objectives. I did this for my shinobis in my LW2 game. Would definitely edit the .ini for my next playthrough.

Art of War seems a bit of a lackluster perk.I feel it's main use would be when partnered up with face off but it's in the same tier... How about replacing the aim bonuses to a defense (or dodge, but vanilla dodge mechanics suck unlike LW dodge where it's very useful) for every kill? I think this has good synergy with Reaper and melee attacks in general.
76561198322429733 16 Jul, 2017 @ 4:44pm 
I've been missing the exalt infiltration mechanics in EW so I sub'd this mod and enjoyed the class very much.

I've tweaked some of the perks a bit though.
-changed hail of bullets to chain shot since bullet spamming from a revolver seemed silly.
-whirlwind doesn't work (probably some mod conflict) so changed it to implacable which almost functions the same.


Austere Hare 14 Jul, 2017 @ 12:19am 
hows the single squaddie survivability with this class?
CptWholesome 11 Jul, 2017 @ 11:13pm 
Do the pistol skills from the AWC work with this class?
Joe Marotta 10 Jul, 2017 @ 1:26pm 
Absolutely love this class! Very enjoyable! Both for small team stealth missions as well as standard missions. Question... If class is changed (via config file) to use primary sword weapon vs. pistol, will standard pistol be available as secondary weapon? And most importantly, will AWC pistol perks work? Many thanks.
Dewrill 8 Jul, 2017 @ 3:12pm 
is there any way you can make it that the Mod takes all the Secondary weapons into account like modded pistols?
Rakdarian 8 Jul, 2017 @ 3:54am 
@deathclaw No. Fuck the spanish
Another Crazy Helldiver 8 Jul, 2017 @ 3:39am 
Speak spanish pls.
alvin.insight 7 Jul, 2017 @ 8:26pm 
Thank you.
Rakdarian 5 Jul, 2017 @ 11:14pm 
@arrojacast thats noirmal for lw2
Lord Arrojacast 5 Jul, 2017 @ 8:00pm 
@Musashi
Especially when you take the extra movement into account, fletch is basically just a better slash, and any shortcomings it has are easily covered by the insanity of the sawed off shotgun (and probably the other slash power they have, but I never had occasion to use that)
Musashi  [author] 5 Jul, 2017 @ 2:56pm 
This infiltrator works with LWPP, the gunslinger don't, cause it uses the holotargeter as secondary which is only present in LW2 .
Greynir 5 Jul, 2017 @ 2:45pm 
@Musashi Does this Also work with e Long war Perk Pack? same with the Gunslinger does that also work with just the Long war Perk Pack?