Recon (TJ): Difference between revisions
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|Tier2F={{Predator (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier2F={{Predator (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier2G={{Ever Vigilant (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier2G={{Ever Vigilant (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier2H={{ | |Tier2H={{Sixth Sense (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier2I={{Hail of Bullets (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier2I={{Hail of Bullets (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier2J={{Aim Assist (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier2J={{Aim Assist (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier2K={{ | |Tier2K={{Stop At Nothing (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier2L={{Watchful Eye (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier2L={{Watchful Eye (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier2M={{Lock N Load (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier2M={{Lock N Load (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
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|Tier3K={{Tradecraft (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier3K={{Tradecraft (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier3L={{Aggression (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier3L={{Aggression (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier3M={{ | |Tier3M={{Rupture (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier3N={{Tactical Sense (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier3N={{Tactical Sense (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier4A={{Lethal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier4A={{Lethal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
Revision as of 00:57, 10 May 2025

A dedicated scout class, the Recon is well suited for either small-team stealth missions or supporting larger squads.
Class Overview
A dedicated scout class, the Recon is well suited for either small-team stealth missions or supporting larger squads. The Vanguard excels in flanking with First Strike and Shadowstep, while the Spotter stays hidden with Covert and paints enemies with the holotargeter with HiDef Holo. The role of the Enigma branch is an enigma, with a bunch of nice to have perks with little synergy.
Weapons
Primary: Rifles, SMGs, Shotguns.
Secondary: Holotargeter
Abilities
Mouse-over
for more information.
| Rank | Ability | ||
Squaddie |
Holotarget your enemy to grant an aim bonus to all attacks on this target by you and your allies for the remainder of the turn. |
A Holotargeted enemy will remain so for 1 additional turn(s). |
When the squad is revealed, this soldier remains concealed. |
|---|---|---|---|
| Vanguard | Enigma | Spotter | |
Lance Corporal |
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown. |
You detect nearby units even without line of sight. |
Your Holotargeted enemies are easier to critically hit. |
Corporal |
This soldier does not trigger overwatch or reaction fire. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
Enemies have 25% smaller detection range against you. |
Sergeant |
Mark a target, giving you +50 Crit chance and +50 Defense against it for 3 turns. This ability doesn't cost an action. Has a 3 turn cooldown. |
Every 4 turns, as a free action, you can use a Battle Scanner. |
You may Holotarget an enemy as a free action with a 4 turn cooldown. In addition, Holotargeting no longer ends your turn. |
Staff Sergeant |
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
Immediately enter concealment once per mission. |
Tech Sergeant |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Attacks against your Holotargeted enemies deal more damage. |
Gunnery Sergeant |
Gain +3 Mobility. You are 20% harder to detect while concealed. |
A specialized smoke grenade that causes the targeted ally to enter concealment. |
You may Holotarget multiple enemies with a 2 turn cooldown. |
Master Sergeant |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action. |
Once per mission, call in an airstrike that does 8-12 damage in a large area. Costs both actions. |
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10 AP per tier level.
| Tier 1 | Tier 2 | Tier 3 | Tier 4 |
Equipped medikits have 2 extra charges. |
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. |
Shots fired with your primary weapon pierce 3 armor. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Take a shot with a small aim penalty for a significant damage boost. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Ranged attacks against flanked enemies deal +2 damage. | |
Grants 1 free explosive grenade item to your inventory. |
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. |
Your grazing attacks are automatically upgraded to normal hits. |
Template:Devils Luck (TJ) |
A melee finisher that never misses and does not end your turn even when used with a dash move, but can only target damaged enemies on 3 or less HP. Can be used once per turn. 3 turn cooldown. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. | |
Grants 1 free battle scanner item to your inventory. |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives. |
Gain 20 Defense and 20 Crit chance while injured. |
Gain a standard action point at the start of your next turn. Does not cost action points. 3 turn cooldown |
There is a chance of an extra loot drop whenever you are on a mission. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Grants +1 charge per grenade item in a utility slot. | |
Grants 1 free flashbang item to your inventory. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Grants a +20% increased chance to hit, but delays the shot until the target takes an action on their turn. Costs two actions and has a 3 turn cooldown. |
You are immune to multi-target and area attacks. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. | |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
Make a special melee attack against any enemy within movement range that deals little damage but stuns the target for 1 turn. |
Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability. |
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon. |
Gain additional +15 aim and +15 crit against holotargeted units. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. | |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Whenever you enter overwatch or use suppression, you gain +20 Defense until the start of your next turn. |
This soldier has significantly reduced infiltration times while on missions. |
For the rest of the turn, whenever you get a critical hit with your primary weapon, your actions are refunded. Has 4 turn cooldown. Cannot be used after Run and Gun and disables Run and Gun for the rest of the turn. Free action. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Once per turn, you get a free overwatch shot when your This One's Mine target moves or attacks. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. | |
When your concealment is broken, gain +15 defense for 2 turns. |
Kills with your primary weapon restore 1 ammo. |
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future. |
Take an action after dashing. |
Grants one free smoke grenade item to your inventory. |
Template:Holo Will Debuff (TJ) | Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Stat Progression
TBD. What's below here is wrong.
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
5 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | |
Will |
5 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |