Scout (LWR)
Appearance

The Scout is a unique class that doesn't have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout's signature ability is Reconnaissance, which allows them to detect nearby aliens when not engaged in combat.
- Primary Weapon: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs, Arc Rifles, Stun Rifles.
- Secondary Weapon: Pistols, Machine Pistols, Sawed-off Shotguns.
- Class-Limited items: Marksman Scope
| Rank | Ability | |||
|---|---|---|---|---|
Specialist |
Template:Lightning Reflexes (LWR) | |||
Lance Corporal |
Template:Holo-Targeting (LWR) | Template:Damn Good Ground (LWR) | Lone Wolf
Grants 10 aim, crit, def and crit resist if not within 6 tiles of an allied unit. | |
Corporal |
Low Profile
Partial cover grants the defense and DR bonus of full cover. |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads. |
Template:Deadeye (LWR) | |
Sergeant |
Saturation Fire
Fire a +25 aim shot with -50% weapon damage. Requires 2 ammo. |
Aggression Shots gain +10% crit damage per enemy in sight. |
Template:Battle Scanner (LWR) | |
Tech Sergeant |
Concealment
Grants an additional battle scanner. If this unit cannot be seen by any enemies and walks (not dashes) to full cover it will become and/or stay concealed. Enemies will not target this unit (but can sense it) when concealed. Leaving cover (that enemies have sight of), beginning a turn in sight of an enemy, being Holo'd, being flanked, and performing any action will break this concealment. Firing from concealment grants +3 crit damage and +30 crit. |
In The Zone
Shooting with a steadied weapon allows this unit to fire 3 additional chain shots until they run out of ammo or targets. Chain shots have a stacking -20 crit malus. If this unit has not moved, standard shots outside an ITZ chain gain +15 aim/crit and trigger a free reload. |
Template:Hit And Run (LWR) | |
Gunnery Sergeant |
Template:Tactical Sense (LWR) | Bring 'Em On
This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight. |
||
Master Sergeant |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. | |
Tactical Advice
Role: Scout / Mobile Offense














