XCOM 2
[WOTC] Proficiency Class Pack
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shiremct  [developer] 18 Mar, 2018 @ 6:19pm
Tech. Specialist Abilities & Details
Tech. Specialist
The Tech. Specialist embraces the most advanced technology, using an array of high-tech utilities to disrupt their enemies and support their allies.

This class has access to a wide range of utility abilities based around their Gremlin drone that can be improved over time. Many of these abilities start out weaker or with less functionality than their base-game counterparts in exchange for gaining access to a wider variety of skills upfront.


Abilities are split up into three thematic groupings:
  • Destroyer - Aggressive, heavy infantry using the most advanced technology to bring the pain to the aliens and their mechanical defense systems.
  • Agent - A master of debilitating subterfuge - disrupts ADVENT's plans and capabilities at every opportunity.
  • Technician - Supporting unit that can bolster and assist allies from afar. A Spark's best friend.

Special Note:
Warning: Many familiar abilities function completely differently for this class - read the ability descriptions carefully. In most cases the Tech. Specialist uses completely different abilities so the changes do not impact other classes, but these abilities may share the same name.

The changes range from the way the abilities function (like Aid Protocol) to the abilities' costs and conditions (like Failsafe). While you can run the Tech. Specialist alongside other classes based on the base-game Specialist without issues, I do not recommend it due to the differences in mechanics and keeping them straight.

Loadout
  • Bullpup
  • *Assault Rifle (Requires the Anti-Armor Doctrine ability)
  • Gremlin

Class Stats and Abilities
Tech. Specialist 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
Tech. Specialist Ability Tree:
Level Destroyer Agent Technician 1 Protocol Packages Remote Hack Remote Repair 2 Adaptive Alloy Plating Electronic Surveillance Low Profile 3 Overload Silent Motors Extended Signal Range 4 Disruption Field Psionic Feedback Neutralizing Agents 5 Anti-Armor Doctrine Electronic Warfare Targeting Uplink 6 Marauder EMP Shockwave Armor Mending 7 Miniaturized Munitions Advanced Robotics Full-Override

Squaddie [Rank 1] and Proficiency-Granted Skills

Protocol Packages (Class Proficiency Skill) - Grants Protocols, increases basic Protocol charges, and decreases the time required for basic Protocols to recharge when all initial charges have been depleted.

Aid Protocol - Send the Gremlin to deploy a small defensive smoke cloud at the target's location (granting the same bonus defense as a regular smoke grenade). The radius of the deployed smoke cloud increases with Gremlin Tech levels. The basic ABC Protocols have a shared cooldown and can recharge over time once their initial charges have been depleted.

Blinding Protocol - Send the Gremlin to deploy a small disorienting flashbang at the enemy target's location. The radius of the disorienting flashbang increases with Gremlin Tech levels. The basic ABC Protocols have a shared cooldown and can recharge over time once their initial charges have been depleted.

Combat Protocol - Send the Gremlin to deal a small amount of guaranteed electrical damage to the enemy target, dealing +100% damage to mechanical enemies. The amount of damage dealt increases with Gremlin Tech levels (2/3/4). The basic ABC Protocols have a shared cooldown and can recharge over time once their initial charges have been depleted.

Haywire Protocol - Granted via Proficiency Level 2 (Rank 3: Sergeant): Base game ability with a few small changes.

Failsafe - Granted via Proficiency Level 3 (Rank 5: Captain): Activate to negate the negative effects of any failed hacks this turn. Costs 1 action (allows investing an additional action for safer hacking this turn - Is NOT always active for free like the LW2 version).

Remote Hack - Base game ability with a few small changes.

Remote Repair - Send the Gremlin to repair a mechanical ally. The amount of HP restored increases with Gremlin Tech levels (3/5/7).

Corporal [Rank 2]

Adaptive Alloy Plating - Grants one point of regenerating standard armor (if armor has been reduced to 0, at the beginning of the unit's turn regenerate 1 armor).

Electronic Surveillance - Gain +1 free Battlescanner and +1 charge to equipped Battlescanners.

Low Profile - Makes partial cover behave the same as full cover for this soldier.

Sergeant [Rank 3]

Overload - Increases bonus damage from Combat Protocol against mechanical enemies to +200% (from default +100%) and increases base damage against non-mechanical enemie by +1. Combat Protocol's recharge time is increased by 2 turns.

Silent Motors - Grants Phantom and using Gremlin Protocols no longer break the Tech. Specialist's individual concealment (though they will still break squad concealment). Each time Silent Motors prevents the Tech. Specialist from losing individual concealment, they receive an increasing penalty to detection radius.

Extended Signal Range - Gremlin Protocols may now be used at squadsight ranges. Note that, unlike vanilla versions of many of these abilities, no protocols can be used beyond vision range by default. This ability does not apply to Remote Hack (objects, objectives, etc.) due to technical and balance issues.

Lieutenant [Rank 4]

Disruption Field - Activate an electronic disruption field that guarantees reaction fire against the soldier will miss and grants +20 defense until the start of your next turn. Activating the Disruption Field is a free action with a 5-turn cooldown.

Psionic Feedback - Blinding Protocol now emits a specially tuned energy wave that disrupts the targets' connection to the psionic network, adding a chance to panic the targets. The chance is increased for psionic enemies and weaker-willed underlings and also increases with Gremlin Tech. levels.

Neutralizing Agents - Aid Protocol smoke now deploys a burst of neutralizing agents, clensing any allies in the initial radius of Acid, Burning, or Poison effects and grants them 1 turn of immunity to these effects (allowing allies to safely move through and out of environmental hazards).

Captain [Rank 5]

Anti-Armor Doctrine - Attacks with your primary weapon now shred armor and gain +50% critical hit chance against mechanical enemies. The Tech. Specialist may now choose to equip an Assault Rifle, trading the additional weapon power for -2 Mobility.

Electronic Warfare - Gain +10 Hacking skill and the first activation of Failsafe is now a free action. Mechanical enemies that the Tech. Specialist shutdown or control will lose one action on the turn these effects wear off.

Targeting Uplink - Grant a mechanical ally squadsight, negate 50% of their weapon range penalties to aim, and give +10% Critical Hit Chance per Gremlin tech level for a turn. 1-turn cooldown.

Major [Rank 6]

Marauder - Standard attacks with your primary weapon no longer automatically end your turn.

EMP Shockwave - Combat Protocol now has a 20% chance to shutdown mechanical enemies, reduces their hack defense, and removes any active shields on the target.

Armor Mending - Gain +1 additional charge of Remote Repair and repairs now restore 1 shredded point of armor.

Colonel [Rank 7]

Miniaturized Munitions - Gain the ability to equip heavy weapons, regardless of armor worn, and gain +1 charge for any equipped heavy weapon.

Advanced Robotics - ABC Protocols gain +1 initial charge and recharge 1 turn faster. The shared cooldown on ABC Protocols is removed.

Full Override - Attempt a hack that can self-destruct or grant permanent control for the rest of the mission over a target. Limited to 1 charge.

Available Training Center Abilities

Return Fire - Twice per turn, return fire with your primary weapon when targeted by enemy attacks.

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

Deep Cover - Automatically Hunker Down at the end of your turn if you only moved.

Salvo - Throwing grenades and using heavy weapons with your first action no longer ends the turn.

Hot-Charged Batteries - Initial ABC Protocol charges are reduced by 1, but recharge times are reduced by 2 turns.

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; 13 Nov, 2019 @ 5:27pm