[WOTC] Modern Scout Class
The Scout is a medium range scouting class with Concealment that carries a Bullpup and Spec Ops Knife. Plants Proximity Mines and harrasses the enemy from unexpected positions. *Note the description.
As part of the class design, the Scout is intended to stay in concealment to search for enemies while planting Proximity Mines. However they can be built into an aggressive ambusher that pop in and out of concealment at the cost of revealing themselves which alerts nearby enemies, or to use their Spec Ops Knife to take down vulnerable targets.
The class is made with a modern themed playthrough in mind, but of course is not limited to. It is balanced around a large varied squad against lots of enemies and making meaningful choices when selecting abilities, with different viable sub-roles within the class.
By default random bonus AWC abilities are disabled. The reasoning is that there is no need for it because there are enough options in the ability tree and the class has everything it needs to fill the role. Other roles are intended to be filled by other classes. AWC can of course be re-enabled through the config but there is no support to prevent duplicate/redundant abilities as is.
The Scout has three ability trees: Recon, Sabotage & Takedown. The class rely on abilities and perks from other mods.
*
This class requires Superior Explosives and Proximity Mines PG Project for tier based mines. It includes changes to the latter that makes mines available in infinite numbers and Conventional mines are free to use at the beginning of the campaign. Configured in XComProxMinePGConfig.ini.
Note that this change will make the game automatically equip all soldiers with proximity mines instead of other items in mission prep. This is base game behaviour I don’t know how to fix. A partial work around is to use Musashi’s Dont Unequip: https://steamcommunity.com/sharedfiles/filedetails/?id=1539496987 or the config option in the Community Highlander. But if you pull items from other soldiers they will likely get mines next time. Also Superior Explosives is somewhat incompatible with mods that make the default starting items free to use, after upgrading them they may need to be purchased. Sorry about the inconvenience. You can use the class without these mods but they are highly recommended for balance reasons.
Skills
Squaddie:
Phantom: Remain in concealment when the squad is revealed.
MZFreeProxyMine: Grants a free Proximity Mine.
F_Rush: Knife attack in blue movement range that doesn’t end the turn.
Corporal:
LW2WotC_Covert: 25% smaller detection range.
F_Blend: Enter temporary concealment that last 2 turns.
MZBlastarPunch: Knife attack that blinds and disorients the target.
Sergeant:
F_Preservation: Bonus defense for 2 turns when revealed.
GrimyShellShock: Mines and grenades have a 15% chance to stun.
MZDivingSlash: Knife attack that bypass overwatch and doesn’t end the turn if used within blue movement range.
Lieutenant:
M31_Duskborn: +15 aim and crit when concealed and for 2 turns after being revealed.
M31_Assassin: Killing a flanked or exposed enemy with Bullpup grants concealment once per turn.
F_QuickFeet: Refund an action point when revealed by own action.
Captain:
ShadowOps_Lightfoot: +3 mobility, 20% smaller detection range.
M31_SolidSnake: Bullpup shots have no long-range aim penalty and ignore 30 dodge.
MZLightningKnife: Free knife attack against adjacent enemy.
Major:
ShadowOps_Vanish: Grant concealment at start of turn if not visible to any enemy. 2 turn cooldown.
RemoteStart: Detonate an environmental explosive with twice damage and radius, does not reveal.
F_Finesse: The first knife attack each turn is a free action.
Colonel:
ABB_Parkour: Climb walls.
F_Ambush: Take reaction shots at enemies in a cone area while concealed.
MZFinishingStroke: Knife attack that ignores shield and deals bonus damage based on target’s missing health.
Brigadier:
Musashi_BioelectricSkin: Track nearby enemies even if they are concealed. Does not require line of sight.
Shrapnel: Grants a free improved Claymore with damage and radius bonus.
MZDancingDeath: Knife attack at a target and nearby enemies, finish with another knife attack at the primary target with a crit bonus.
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GTS abilities, configurable in GtsEditor.ini.
Observant Partner – Sergeant, 80 supplies: The Scouts grants their bondmate bonus Sight radius that scales with bond level.
Concealed Saboteur – Captain, 120 supplies: The Scouts gains a lower detection radius and bonus aim and crit from concealed attacks.
Impeccable Timing – Colonel, 200 supplies: The Scouts gains a stacking crit chance and crit damage bonus for knife attacks when they fire their Bullpup. This bonus may gradually decrease each turn.
Required items:
Click the title to search on this site.
Knox's Perk Pack — Steam Workshop
Merist's Perk Pack — Steam Workshop
Mitzruti's Perk Pack — Steam Workshop
Perk Pack - A Better Barracks (WOTC) — Steam Workshop
[WOTC] Extended Perk Pack — Steam Workshop
[WOTC] LW2 Classes and Perks — Steam Workshop
[WOTC] Shadow Ops Perk Pack — Steam Workshop
Surplus Class Icons Pack — Steam Workshop
[WOTC] Create Custom GTS — Steam Workshop
WotC Combat Knives — Steam Workshop
[WOTC] Superior Explosives — Steam Workshop
[WOTC] Proximity Mine PG Project — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.
