XCOM 2
Recon Class
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Sgt. Nutcracker  [developer] 31 Jul, 2016 @ 11:03am
The Full Ability Tree
The Abilty Tree

Squaddie

Light Feet
Gains +3 mobility and a 20% smaller detection radius.

Phantom
Soldier stays concealed when the rest of the squad is revealed.

Fire Pistol
Ability to equip and fire the pistol standard shot and overwatch.



Recon Sniper

Marksman
Removes the moving penalty from the Marksman Rifle and enables Squadsight for the Marksman Rifle.

Reconnoiter
All enemies in a small cone get reconnoitered for an accuracy and critical hit chance bonus for the whole squad, does not reveal the operator. 3 turn cooldown.

Concealed Shot
Allows firing a shot without revealing the operator. 3 turn cooldown.

Double Shot
Fires two shots at the same target, with the second shot incurring a 15% accuracy penalty. 4 turn cooldown.

Pinpoint Accuracy
Allows firing a shot that ignores 50% of the high/low cover defense bonus. 4 turn cooldown.

Extreme Prejudice
Enhanced overwatch. The operator applies all its skill to fire as many rounds to its targets as fast as possible, enabling it to fire multiple rounds at a single or multiple targets, emptying the clip. Each consecutive shot incurs a 7% accuracy penalty. Can be activated from Concealment (breaks concealment when firing). Marksman Rifle squadsight applies. 5 turn cooldown.


Force Recon

Rifleman
Taking a Standard Shot as first action no longer ends the turn.

Situational Awareness
If an enemy spawn is triggered by this operator, a free immediate reaction fire is granted with the primary weapon, once per turn. Passive skill.

Speculative Fire
Fire at suspected enemy positions to trigger an enemy spawn. Can fire through obstacles if AP Ammo is equipped. 4 turn cooldown.

Return Fire
Grants the operator the ability to return fire against up to 3 attacks on the enemy's next turn. If the operator gets hit while the ability is active the operator automatically hunkers down for more cover. Free activation. 3 turn cooldown.

Survivor
Grants the operator improvised armor plating, adding 1 point of armor. Also grants the operator the ability to administer emergency first aid to self heal, healing 4hp. The first aid also removes fire, acid and poison effects. Can be used once per mission.

Fighting Spirit
Grants a base crit chance of 10% and +1 extra weapon damage per two enemies in sight, doubled on critical hits. Passive skill.


Long War Bonus Perk Branch

These Perk Pack skills are available as the third branch if you have the Perk Pack installed.

Evasive
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.

Rapid Deployment
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.

Infighter
Gain 25 dodge against attacks within four tiles.

Lone Wolf
Gain +10 aim and +10 defense when 7 or more tiles distant from any ally.

Full Kit
Grants +1 charge per grenade item in a utility slot.

Resilience
Enemy attacks against you suffer a -50 penalty to critical hit chances.


Long War Brigadier Skill Options

Tactical Sense
Gain 5 defense for each enemy you can see, up to a maximum of 20 defense.

Clutch Shot
Once per mission, fire a pistol shot that cannot miss.

Emergency Life Support
Emergency Life Support ensures the first killing blow in a mission will not lead to instant death. It also extends the time before the soldier bleeds out and dies.



You can also unlock one additional ability from the GTS:

Adrenaline Rush
The soldier has a 50% chance of getting an adrenaline rush when taking damage, granting an extra action point on player's next turn.