XCOM 2
[WOTC] Chimera Squad: Torque Squadmate
 This topic has been pinned, so it's probably important
Mr Danger Dude  [developer] 25 Nov, 2021 @ 4:35pm
Inquisitor class perk details
Most of the abilities in the Inquisitor class scale with rank, making most skills more powerful as Torque ranks up.

Key
  • (I) Squaddie to Lieutenant rank.
  • (II) Captain to Colonel rank.
  • (I-II) Squaddie to Colonel rank.
  • (III) Brigadier rank

Brawler Tree
This tree focuses on getting in close, and engaging multiple enemies at once with her primary weapon.

Life for the fight
Starter Perk (Gained at Squaddie)

Automatically reload your primary weapon after eliminating or neutralizing an enemy with a standard shot from your primary weapon. Can trigger 2/4/6 times per mission, and once per turn.

Life for the fight gives the Inquisitor a free reload whenever she kills an enemy, forces them into bleed out, or renders them unconscious with her primary weapon.

Life for the fight scales with rank:
  • (I) - 2 charges per mission
  • (II) - 4 charges per mission
  • (III) - 6 charges per mission


Give it another shot
(Gained at Corporal)

Upon missing a shot with your primary, fire again with a -30%/-20%/-10% chance to hit. Can trigger only once per turn.

Give it another shot allows the Inquisitor to do a follow up shot after missing a shot with her primary weapon, this can potentially save a kill-chain, and can trigger domino effect, as well as proc on Right back at you!'s return fire shot as well.

Give it another shot scales with rank:
  • (I) - -30% aim malus on the 2nd shot
  • (II) - -20% aim malus on the 2nd shot
  • (III) - -10% aim malus on the 2nd shot


CQC Expert
(Gained at Sergeant)

Once per turn, standard shots within 4/5/6 tiles do not cost an action, Gain a free reaction against targets who act within 4/5/6 tiles, gain +1% to +10%/+2% to +20%/+3% to +30% bonus crit chance within proximity to targets and gain +10/+20/+30 Dodge against attacks within 4/5/6 tiles.

CQC Expert acts as one of the Inquisitor's key abilities at later ranks, allowing her much more versatility when combined with her existing kit, and future abilities (Such as Prehensile Power/Predation and Domino effect.) CQC Expert also allows the Inquisitor to completely lock down a group of enemies in close range with relative ease, with less risk as she ranks up.

Note: CQC Expert's reaction shot can only trigger once per enemy, so it will never double activate on the same target.

Note: Give it another shot can trigger on missed CQC Expert reaction shots.

CQC Expert scales with rank:
  • (I) - 4 tile radius
  • (I) - +1% to +10% Crit chance based on proximity to target
  • (I) - +10 dodge against enemies within CQC Expert's radius
  • (II) - 5 tile radius
  • (II) - +2% to +20% Crit chance based on proximity to target
  • (II) - +20 dodge against enemies within CQC Expert's radius
  • (III) - 6 tile radius
  • (III) - +3% to +30% Crit chance based on proximity to target
  • (III) - +30 dodge against enemies within CQC Expert's radius

Right back at you!
(Gained at Lieutenant)

Upon being hit by any attack, return fire with your primary weapon. This shot has a +10%/+20%/+30% chance to hit, and can trigger once per individual enemy.

Right back at you! encourages the Inquisitor to take on a more defensive roll in the squad, allowing her to return the pain on those who dealt it to her. While it may not proc on AOE attacks, most target attacks that hit and deal damage to the Inquisitor will trigger Right back at you!, meaning if the enemy were to focus her, she would be able to return all that damage back to them potentially, given she has the ammunition to do so,

Note: Right back at you! can also trigger Give it another shot if it misses.

Note: Right back at you! doesn't count as a reaction shot.

Right back at you! scales with rank:
  • (I) - +10% aim bonus on the return shot
  • (II) - +20% aim bonus on the return shot
  • (III) - +30% aim bonus on the return shot

Moving in fast
(Gained at Captain)

Gain +3 bonus mobility and receive +25/+50 dodge against all reaction fire against this unit.

Moving in fast acts as both a minor stat boost, and an anti-overwatch perk for the Inquisitor, allowing her to safely traverse reaction fire shots and clear overwatches with minimal damage taken.

Moving in fast scales with rank:
  • (I-II) - +25 dodge against reaction fire
  • (III) - +50 dodge against reaction fire


Up the stakes!
(Gained at Major)

Gain +2%/+4% defense, hit and crit chance, +3/+6 dodge and +1/+2 extra crit damage for every enemy visible, upto a maximum of +10%/+20% defense, hit and crit, +15/+30 dodge and +3/+6 crit damage.

Up the stakes! turns the Inquisitor into a powerhouse in multi-pod encounters, and encourages engagements of the sorts with her. While some risks remain with such engagements, this ability helps mitigate the potential damage, and can lead to some high damage numbers given the right conditions are met.

Note: Visible enemies only count who the Inquisitor can see, and excludes squad sight enemies.

Note: Bonus defence also affects crit resistance.

Up the stakes! scales with rank:
  • (I-II) - +2% defence per enemy in sight (Max +10%)
  • (I-II) - +2% chance to hit per enemy in sight (Max +10%)
  • (I-II) - +2% chance to crit per enemy in sight (Max +10%)
  • (I-II) - +15 dodge per enemy in sight (Max +15)
  • (I-II) - +1 critical damage per enemy in sight (Max +3)
  • (III) - +4% defence per enemy in sight (Max +20%)
  • (III) - +4% chance to hit per enemy in sight (Max +20%)
  • (III) - +4% chance to crit per enemy in sight (Max +20%)
  • (III) - +30 dodge per enemy in sight (Max +30)
  • (III) - +2 critical damage per enemy in sight (Max +6)


Sidewinder
(Gained at Colonel)

A special shot that does half damage but grants a bonus move, as well as a bonus action if the result is a critical hit.

Sidewinder can either act as an ability to finish of a kill-chain, and get out of dodge, or potentially extend one's chain if they can guarantee a critical hit.

Note: Sidewinder grants a bonus move regardless of the result of the attack, so no need to guarantee the hit for the movement action.


Domino Effect
(Gained at Brigadier)

Eliminating a flanked or exposed enemy with a standard shot from your primary allows CQC Expert’s Free action, and Give it another shot to trigger again.

Domino Effect, when combined with the right scenario, can devastate the enemy team with relative ease, and helps sustain a kill-chain indefinitely, given the Inquisitor has the ammo to do so.

Note: Domino Effect does not trigger on unflankable units.

Note: Domino Effect when combined with Predation can refresh CQC Expert and give back Tongue pull, allowing an infinite kill-chain, given ammo and enemy health are accounted for.


Biological Tree
Utilising her unique M.A.W implant, the Biological tree increases the amount of spit types available to her and improves upon the spits as well.

Note: These perks work exclusively to Torque's M.A.W Implant, (Which cannot be equipped on anyone other than Torque), and will not work on other soldiers, Not to mention that only Torque has the Vicious Bite animations.

Vicious Bite
Starter Perk (Gained at Squaddie)

Perform a free melee attack against an adjacent organic target, Poisoning them and dealing an average of 3/6/9 damage to the target. 3/2/1 turn cooldown.

Vicious Bite allows the Inquisitor to deal a bit extra damage, and deal poison effects to organic targets next to her before following up with a Bind or other actions. While weak to begin with, it's power increases significantly with higher ranks.

Note: Vicious Bite cannot be performed on Mechanical units.

Note: Vicious Bite's poison effect is enhanced with Choking Venom,

Vicious Bite scales with rank:
  • (I) - 3 damage on average
  • (I) - 3 turn cooldown
  • (II) - 6 damage on average
  • (II) - 2 turn cooldown
  • (III) - 9 damage on average
  • (III) - 1 turn cooldown


Choking Venom
(Gained at Corporal)

Poison Effects now apply Venom (A more potent Poison effect), Dealing an extra 1/2/3 Damage per tick, Lasting 1/2/3 turns longer, increases the victim's Aim penalty to -40%/-45%/-50% and mobility penalty to -5/-6/-7.

Choking Venom enhances all of the Inquisitor's poison effects, making them more debilitating and more deadly.

Note: Choking Venom's poison effect can be overridden by regular poison.

Note: Choking Venom's extra duration can be unreliable, as a poison unit might shed the effect randomly still.

Choking Venom scales with rank:
  • (I) - +1 extra damage per turn to poison effects
  • (I) - Poison effects last for +1 turn extra
  • (I) - -40% aim while poisoned
  • (I) - -5 mobility while poisoned
  • (II) - +2 extra damage per turn to poison effects
  • (II) - Poison effects last for +2 turn extra
  • (II) - -45% aim while poisoned
  • (II) - -6 mobility while poisoned
  • (III) - +3 extra damage per turn to poison effects
  • (III) - Poison effects last for +3 turn extra
  • (III) - -50% aim while poisoned
  • (III) - -7 mobility while poisoned


Tag Team
(Gained at Sergeant)

Ally tongue pull now grants an ally a full action, in addition to a movement action. Can only trigger once per ally.

Tag Team allows pulled allies to bot reposition and perform an offensive action, even after they used up all their actions prior to being pulled by the Inquisitor.


Elemental Augmentation
(Gained at Lieutenant)

Gives access to Frost and Inferno Spit, which cooldowns are shared with all spit types. Frost Spit allows you to freeze enemies in place temporarily as well as freeze rulers for 2/4/6 actions within it’s AOE. Inferno Spit sets targets within It’s AOE on fire, dealing an average of 2/3/4 damage per turn, and disabling most offensive actions.

Elemental Augmentation increases the number of Spit types available to the Inquisitor, and increases her CC potential against grouped-up targets.

Note: All spits share a cooldown with one-another.

Note: Elemental Augmentation's spits can only be used with 'Viper M.A.W Alpha' and it's tier variants

Elemental Augmentation scales with rank:
  • (I) - Frost spit freezes Rulers for 2 Actions
  • (I) - Inferno Spit deals 2 damage on average per turn
  • (II) - Frost spit freezes Rulers for 4 Actions
  • (II) - Inferno Spit deals 3 damage on average per turn
  • (III) - Frost spit freezes Rulers for 6 Actions
  • (III) - Inferno Spit deals 4 damage on average per turn


Passive Aggression
(Gained at Captain)

Using a spit ability is now a free action.

Pretty self-explanatory, using any spit action will no longer cost an action for the Inquisitor, although one will obviously still need an action point to use a spit, Cause you can't spit at all if you don't have one...


Venom Manipulation
(Gained at Major)

Gives access to Restorative and Corrosive Spit, which cooldowns are shared with all spit types. Restorative Spit allows you to heal allies for 5 HP within it’s AOE, and can inflict mental debuffs on organic units. Corrosive Spit Shreds 1/2 Armour on hit, in addition to an average of 2/4 damage per turn.

Venom Manipulation adds even more spits for the Inquisitor to have at her disposal, with Corrosive Spit being an excellent Anti-Armour ability for her, and Restorative Spit to act as a free medikit, or a potential CC with high tech M.A.W Alpha's.

Note: All spits share a cooldown with one-another.

Note: Venom Manipulation's spits can only be used with 'Viper M.A.W Alpha' and it's tier variants

Note: Venom Manipulation does not heal enemies, and can only heal squad mates and the Inquisitor herself

Venom Manipulation scales with rank:
  • (I-II) - Corrosive spit shreds 1 Armour on impact
  • (I-II) - Corrosive Spit deals 2 damage on average per turn
  • (I-II) - Restorative Spit has a 75% chance to disorientate affected enemies for 2 turns
  • (I-II) - Restorative Spit has a 25% chance to stun affected enemies for 2 turns
  • (III) - Corrosive spit shreds 2 Armour on impact
  • (III) - Corrosive Spit deals 4 damage on average per turn
  • (III) - Restorative Spit has a 100% chance to disorientate affected enemies for 4 turns
  • (III) - Restorative Spit has a 50% chance to stun affected enemies for 4 turns
  • (III) - Restorative Spit has a 25% chance to render affected enemies Unconscious


Prehensile Power
(Gained at Colonel)

Tongue pull can now hit from +3/+6 tiles further, and can pull targets from full cover.

Prehensile Power allows the Inquisitor to disregard cover rules, and pull enemies out of high cover, in addition to a longer range on Tongue pull it's self.

Note: This applies exclusively to Torque's Tongue pull, and has no effect on other pulls.

Prehensile Power scales with rank:
  • (I-II) - +3 range on the Inquisitor's Tongue pull
  • (III) - +6 range on the Inquisitor's Tongue pull


Predation
(Gained at Brigadier)

Pulling an enemy now marks them, making it easier to hit them, and making tongue pull available immediately upon eliminating the marked target.

Predation can be a lethal Combo when paired with Domino Effect, giving the Inquisitor the ability to perform long kill-chains while in a safe location, given she has targets in-range to pull.

Note: This applies exclusively to Torque's Tongue pull, and has no effect on other pulls.


Constrictor Tree
Focused on improving her survivability and effectiveness while binding, the Constrictor tree improves upon the Crush, Choke and Subdue actions while binding, while making it harder to break the bind, and herself, harder to kill while performing it.

Note: These perks work exclusively to Torque's Bind, and will not work on other bind variants.

Entwine
(Gained at Corporal)

Gain +5/+15/+30 defence while binding.

Entwine makes it harder for enemies to hit the Inquisitor while she binds a target, allowing her to more aggressively move into range of binds and have some defence while performing such action.

Note: By default, the AI won't target bound units (Including the binder), so this ability only really shines with mods that allow the AI to target Bound enemies.

Entwine scales with rank:
  • (I) - +5 defence while binding
  • (II) - +15 defence while binding
  • (III) - +30 defence while binding


Immense Grasp
(Gained at Sergeant)

Gain +15/+30/+45 bonus strength while binding.

Immense Grasp increases the Inquisitor's ability to hold a bind against stronger foes and increases the chance a stronger effect will be applied when using a sustained bind action.

Note: By default, most enemies have a Strength of 50, so this ability can be quite powerful against vanilla enemy templates.

Immense Grasp scales with rank:
  • (I) - +15 strength while binding
  • (II) - +30 strength while binding
  • (III) - +45 strength while binding


Reinforced Scales
(Gained at Lieutenant)

Gain +2/+4/+6 armour mitigation while binding.

Reinforced Scales increases the Inquisitor's survivability while binding, and makes it harder for enemies to break the bind.

Note: By default, the AI won't target bound units (Including the binder), so this ability only really shines with mods that allow the AI to target Bound enemies.

Reinforced Scales scales with rank:
  • (I) - +2 armour mitigation while binding
  • (II) - +4 armour mitigation while binding
  • (III) - +6 armour mitigation while binding


Strengthened Coils
(Gained at Captain)

Crushing, Choking or Subduing a target now can be used multiple times per turn, instead of just once.

Strengthened Coils allows the Inquisitor to quickly deal with bound targets by allowing her to perform multiple sustained binds per turn, instead of being limited to only one.


Taking Risks
(Gained at Major)

Gain a free movement action when manually ending a bind. Can only trigger once per turn.

Taking Risks can prove useful in situations where the Inquisitor needs to get out of dodge while she happens to be holding a bind.


Swift And Deadly
(Gained at Colonel)

Bind is now a free action, and no longer suffers from a cooldown when broken.

While still requiring an action point, Binding no longer consumes an action, meaning you can reliably move and bind an enemy.

On to the next!
(Gained at Brigadier)

Eliminating or neutralizing a bound target grants you 1 action point.
Last edited by Mr Danger Dude; 25 Nov, 2021 @ 5:40pm