XCOM 2
[WOTC] LordAbizi's Officer-class Mod
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lordabizi  [開發人員] 2022 年 4 月 17 日 下午 11:31
Appendix A: Class Tree Breakdown
In this Appendix we shall explain in depth the abilities of this class.
As explained above, this class is non-offensive in nature, but rather offers a supporting role.
This class cannot be gained by random promotions, but it is trainable in GTS. You will also get one in the first round of promotions when starting the game (assuming you don't use Choose my class and similar). If you play with TeslaRage's fun Rescue Resistance Leader mod, then it's also possible to get those classes from there.
For extra immersion, use Squad Manager to create constant squads with constant commanding officers.
You can also use Iridar's rank replacer and set them to have officer ranks.

No GTS unlocks! The only way to truly understand The Battlefield is to feel it first hand. No shortcuts.


Primary Weapon - Pistol
Secondary Weapon - Holotargeter.

Squaddie Abilities:
  • Superior Tactics - Proficiency ability.
    At level 1, it allows the user to remain concealed in missions when there is no concealment, and keep individual concealment when squad concealment is lost. Also adds a reduction of 40% to enemy detection tiles against the user. In Covert Infiltration Infiltrations, adds a six hours reduction to infiltration time.
    At level 2 - grants the Defilade ability - all allies within 7 tiles of this unit get +5 defense while in cover. Also grants the Rope Mastery ability - which gives them a grappling gun, and can pull nearby allies towards the user.
    Grants the Going Dark Ability - Spend 10 intel to make the entire squad immune to detection towers for the rest of the mission.
    Intel focus meter now starts with an additional point.
    Also grants a Preview Range ability that allows you to check easily which units are within 7 tiles range of this soldier.
    At level 3 - grants the Combined Arms ability - all allies within 7 tiles of this unit get +1 damage on all attacks.
    Adds an Emergency Command ability - works the same way as Command, except that this one use per mission and doesn't rely on having a full "Intel" meter.
  • Holotarget.
  • Officer's Toolkit - Grants one free flashbang, and smoke grenade. Also grants the Bandage Throw ability (throw an ally a bandage that heals them a bit for 3 turns, and stops bleeding effects). Finally, also grants an additional utility slot.
  • Battlefield Assesment - Command-like ability. The user gains one "intel" every turn, to a max of 5 (no relation to the "intel" which is used as strategic resource). Each point of intel gives everyone in the squad +1 aim and +1 defense. When the intel is full: the user can spend all intel and 1 action point to give 1 action point to any ally in visual range.
Corporal Abilities
THE ABILITIES IN THIS RANK ARE MEANT TO BE MUTUALLY EXCLUSIVE.
This is why they cost 200AP. I consider it a "role defining ability", and hence feel like there should be at most one. It WAS possible to enforce it so that the abilities would be ACTUALLY exclusive, but it was kept this way to be more compatibility friendly. If you do not agree with this design choice, you can change the costs in the config.
  • Emergency Aid - the next use of medkit ability does not cost an action.
  • Rapid Targeting - Holotargeting no longer ends the turn, and grants a Rapid Targeting which allows to use the holotargeter as a free action.
  • Rapid Depoloyment - The next use of a support grenade is a free action.
Sergeant Abilities
  • Field Medic - equipped medkits gain 2 more charges.
  • Electronic Surveillance - Grants one free Battlescanner, and equipped Battlescanners gain additional charges.
  • Full Kit - equipped grenades gain an additional charge. This does not apply to the free ones from Officer's Toolkit.
Lieutenant Abilities
  • Revive - allows to use a medkit charge to clear mental impairment from an adjacent ally. This can also be used to revive bleeding out allies without stabilizing them first.
  • Hidef Holo - The squad gains crit bonus against targets the user holotargeted.
  • Bomb Belts - grants a grenade only equipment slot.
Captain Abilities
  • Anti Venom Stims - Squad members near this unit are immune to poison, and if this unit moves near a poisoned ally, then its poison is removed automatically. Also grants an active stim ability, that costs a medkit charge, and grants the ally some immunities.
  • Vital Point Targeting - The squad gains bonus damage against enemies the user holotargeted.
  • Resilient Incense - Smoke grenades throw by the user grant reduced crit change against squad members.
Major Abilities
THE ABILITIES IN THIS RANK ARE MEANT TO BE MUTUALLY EXCLUSIVE.
See the explanation at the Squaddie rank.
  • Oscar Mike - spend an action to grant all allies within 7 tiles +5 mobility for 2 turns. Has two charges per mission.
  • Focus Fire - spend an action to pinpoint a target. The target loses one point of armor, and the squad gains cumulative bonus of +5 aim against it.
  • Fire Discipline - All allies within 7 tiles of the user gain +15 aim on reaction fire. Passive ability.
Colonel Abilities
  • Combat Stimulants - spend a medkit charge to give an ally a stat boost for a few turns.
  • Multitargeting - an AOE holotargeting ability.
  • Sting Grenades - Flashbang grenades now have chance to stun targets.

XCOM ROW ABILITIES
The goal of the XCOM row is to help you decide which role you want to spec this class in.
Corporal-Lieutenant random abilities
  • Total Combat - throwing a grenade or using an item no longer ends the turn.
  • Quickdraw - firing with your pistol no longer ends the turn.
  • Impressive Strength - grants an HP bonus, and allows to throw grenades further.
  • Low profile - allows low cover to count as full.
  • Defensive Mine - allows to place a defensive mine that will explode when enemies pass near it.
  • Stalker - grants a toggleable ability that can reduce detection tiles at the cost of mobility.
  • Blindeside - take a shot that doesn't break individual concealment, deals half damage, but can disorient the target.
  • Lightning Reflexes - gets a bonus defense against reaction shots, and the first reaction shot that would have hit you this turn misses.
  • Supply Run - Whenever you use the Bandage Throw ability, gain a movement only action.
  • Upgraded Scanners - The squad receives +10 aim/crit against enemies that were scanned with a battle scanner.
Captain-Colonel random abilities
  • Bluescreen bombs - flashbangs now affect robotic units, and reduce their hack defense. Also allows Sting grenades to affect robotic units.
  • Optic Disruption - using the holotargeter on an enemy blinds it.
  • Burn Them Like Ants - using the holotargeter on an enemy has a chance to set it on fire.
  • Conceal - allows the unit to re-conceal. Remark this is a base game ability, and it is changed with LW2 Classes and perks, to be a turn ending ability that costs 1 action.
  • Fortifying Incense - Smoke grenades provide protection from fire, poison, acid and explosive damage.
  • Airburst grenades - all grenades have +1 tile to their AOE effect.
  • Tactical Sense - grants defense bonus based on the number of enemies in sight.
  • Savior - healing abilities restore more health. Exercise to the reader: determine whether this works with Bandage Throw ability.
  • Advice - grant an ally a 20 crit buff for two turns.
  • Stun Shot - a special pistol shot that can stun or disorient the target.
最後修改者:lordabizi; 2023 年 2 月 15 日 下午 9:57