XCOM 2
Project: Skirmisher
 This topic has been pinned, so it's probably important
Alpha115  [developer] 10 Mar, 2023 @ 6:08pm
Ability Tree Rework
Skirmisher Ability tree

Squaddie
1. Marauder (Same as vanilla)
2. Justice (Same as vanilla)
3. Advanced Reflexes (When fired upon, gain one extra action on the next turn. This does not stack. In addition the skirmisher gains bonus dodge based on their armor.)
4. Grapple (Same as vanilla)

corporal
1. Advent Resilience (Gain bonus Ablative HP depending on your armor, and you take reduced damage from enemy attacks.)
2. Reckoning (Same as vanilla, but now has a 1-turn cooldown instead of a 6 turn cooldown.)
3. Item Master (Throwing a grenade or using an item no longer ends the turn. In addition unit gains a grenade pocket, and increased explosive radius with grenades.)

sergeant
1. Explosive Rage (Some skirmishers have immense anger towards hostile forces. They learn the Mox Maneuver ability which allows them to shoot an enemy's grenades causing them to explode. In addition they learn the furious barrage ability, A special attack that has a high crit chance but can only be used while injured.)
2. Wraith (Same as vanilla, but you get a movement action point after using the ability.)
3. Whiplash (Same as vanilla, now has a cooldown and no longer charge based.)

lieutenant
1. Full throttle (Gain +2 mobility for a short time with every kill you make, and the cooldown on Justice is reduced to 4 turns.)
2. Skirmisher Aggression (When the skirmisher is injured they gain +15% crit chance to their primary weapon and whenever the skirmisher is attacked they will fire back at the attacker.)
3. Zero In (Subsequent shots on the same turn provide bonus aim and critical chance.)

captain
1.Interrupt (Same as vanilla, now has cooldown and no longer charge based.)
2. Retribution (Same as vanilla)
3. Waylay (When entering Overwatch, you can take as many shots as you have remaining actions. Also, grants a bonus shot regardless of remaining actions.)

major
1. Purging Flame Shot (Fire an explosive shot that deals damage and sets all targets in an area on fire. 5-turn Cooldown. Uses 2 ammo.)
2. Rip and Tear (All ripjack attacks have increased crit chance based on the number of enemies the skirmisher can see. In addition the skirmisher can choose to enter a minor rage which increases Ripjack damage by 2 for a brief time.)
3. Combat Presence (Same as vanilla)

colonel
1. Battlelord (After each enemy in line of sight takes a turn, take an immediate action. In addition the skirmisher gains +2 armor.)
2. Iron Arbiter (When targeted by an attack, the enemy has a chance to panic. In addtion you gain +6 dodge for each enemy you can see, up to a maximum of 30.)
3. Manual Override (Same as vanilla, but also passively reduces the Cooldown of grapple by 1.)


AWC abilities

1. Lightning Reflexes (Same as vanilla)
2. Forward Operator (When an enemy pod is revealed the skirmisher gains +1 action point.)
3. Tactical Rigging (Same as vanilla)
4. Volatile Mix (Same as vanilla)
5. Saturation Fire (Same as vanilla)
6. Hunter's Instincts (Ranged attacks against flanked enemies deal +1 damage. Ripjack attacks have a bonus 15% chance to critically hit enemies.)
7. Death From Above (Same as vanilla)
8. Covering Fire (Same as vanilla)
9. Untouchable (Same as vanilla)
10. Rupture (Same as vanilla)
Last edited by Alpha115; 25 Jun, 2023 @ 10:31pm