XCOM 2
[WOTC] Proficiency Class Plugin: Reaper
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shiremct  [geliştirici] 15 Eyl 2019 @ 20:40
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 ♥♥♥ 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.
En son shiremct tarafından düzenlendi; 24 May 2021 @ 20:51