XCOM 2
[WOTC] Proficiency Class Plugin: Reaper
 This topic has been pinned, so it's probably important
shiremct  [developer] 15 Sep, 2019 @ 8:40pm
Reaper Abilities & Details
Reaper
The Reaper specializes in slipping through, and striking from, the shadows.

Abilities are split up into three thematic groupings:
  • Operative - A gunslinger, tech and stealthy. Slip in behind enemy lines, exposing their weaknesses.
  • Wraith - A flanker, quick and deadly. Terrorize your enemies, bouncing in and out of concealment across the battlefield.
  • Predator - A hunter, slow and steady. Spot out and pick off the enemy from afar.

Loadout
  • Vektor Rifle
  • Pistol

Class Stats and Abilities
Reaper stat progression (with core Proficiency 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 - - - - - - - - - - - - - - - Reaper 4 25 5 0 50 Skirmisher 5 15 10 10 10 Templar 6 10 10 10 10
Reaper Ability Tree:
Level Operative Wraith Predator 1 Shadow Meld Fade Silent Killer 2 Infiltration Phase Hawk-Eye 3 Quickdraw Vanish Death From Above 4 Weapon Specialist Haunt Xenovore 5 Weakpoint Hound Precise Strike 6 Faceoff Banish High Caliber 7 Target Definition Annihilate Steady Hands

Squaddie [Rank 1] and Proficiency-Granted Skills

Shadow Meld (Class Proficiency Skill) - The Reaper's ability to slip through, and strike from, the shadows increases with experience: Increases maximum Shadow Stacks (Focus level) and grants bonuses to Detection Radius and Critical Hit Chance as it accumulates. See the pic on the main page for the breakdown of which effects are granted at which proficiency level/rank.

Fade - At the beginning of your turn, if no active enemies can see the Reaper, re-enter concealment.

Silent Killer - When concealed, kills with your primary weapon and pistols do not break concealment if you have enough active Shadow Stacks. Requires and consumes Shadow Stacks: 2 for kills with the Vektor Rifle and 1 for kills with a Pistol.

Ambush - Toggle ability that allows the Reaper to fire Overwatch shots even when concealed.

Corporal [Rank 2]

Infiltration - Increases the Reaper's Hacking skill by +30 and ADVENT security towers can no longer detect the Reaper when concealed. Immediately start with 2 Shadow Stacks when re-concealing in-mission.

Phase - Grants the Shadowstep and Repositions abilities.

Hawk-Eye - Gain a passive bonus to vision/weapon range of +8 Tiles.

Sergeant [Rank 3]

Quickdraw - Standard Pistol shots no longer end the turn.

Vanish - Fade can now attempt to re-conceal at both the beginning AND end of your turn. Gain +1 charge of free re-concealment.

Death From Above - Once per turn, get one action refunded after killing an enemy at a lower elevation level.

Lieutenant [Rank 4]

Weapon Specialist - Deal +1 Damage with your Vektor Rifle and Pistols.

Haunt - Deal +1 Damage to targets who have already been wounded this turn and gain a 30% chance to panic enemies within 6 tiles of the Reaper when breaking concealment.

Xenovore - Deal +2 Damage and 1.5x times the Critical Hit Chance bonus from Shadow Meld to savage enemies: Faceless, Berzerkers, Chryssalids, Zombies, and the Lost (Crit chance is increased from 5% per Shadow Stack to 7.5% against savage enemies).

Captain [Rank 5]

Weakpoint - Shots with your Pistol pierce armor based on the number of current Shadow Stacks active.

Hound - Gain a Mobility bonus based on the number of current Shadow Stacks active.

Precise Strike - Gain increased chance to Hit and Crit targets behind cover based on the number of current Shadow Stacks active.

Major [Rank 6]

Faceoff - Take a Pistol shot at all visible enemies. Reveals the Reaper (not eligible for retaining concealment through Silent Killer).

Banish - Fire your Vektor Rifle at a target until it is dead or all ammunition is spent. Reveals the Reaper (not eligible for retaining concealment through Silent Killer).

High Caliber - Gain +1 Damage and +2 Armor Pierce with your Primary weapon in exchange for -2 rounds of ammo in each magazine.

Colonel [Rank 7]

Undermine - Pistol shots no longer require a kill to trigger Silent Killer and will rupture the target, causing them to take +1 additional Damage on all subsequent attacks.

Annihilation - Continue firing at other targets until you run out of ammo when using Banish. Can now use Banish twice per mission.

Steady, Deadly - If you didn't move last turn, gain +15% Crit chance and deal +1 Critical Hit Damage. Bonus is lost after moving.


Available Training Center Abilities

Tactical Rigging - Gain an additional utility inventory slot.

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).

Failsafe - Gain the Failsafe ability, allowing you to spend an action to cancel the negative effects of failing a hack this turn. The first activation per mission is a free action, but subsequent activations cost one action.

Defensive Mine - Gain a small defensive proximity mine that may be placed without breaking concealment. Deals 3-4 Damage and disorients the target on detonation.

Electronic Surviellance - Gain +1 free Battlescanner and equipped Battlescanners gain +1 charge.

Deadeye - Take a shot that deals +50% base Damage, but has -25% chance to hit.

Squadsight - Gain the ability to use your Vektor Rifle with Squadsight.

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

Stunning Shot - Special Pistol shot that has -25% chance to hit, but will disorient the target and stun them for 1 action if it hits.

Low Profile - Low Cover provides the same amount of Defense as High Cover for this soldier.


You can also reference the GoogleDoc Here[docs.google.com] to view the abilities in a table format.
Last edited by shiremct; 24 May, 2021 @ 8:51pm