Proficiency Hunter
Credits to Iridar, shiremct, Favid, Mitzruti, ReshiKillim, and Richard because I stole a good chunk of their code for this (see .uc files for details, I thinkI credited them all correctly).
Credits to Xenesthis for the Vektor Crossbow mod, which is required to have the crossbow model!
Thanks to Styrium and Zelfana for helping me with troubleshooting my dumb.
Thanks to Lanford for finding all my shoddy coding.
- All tiers of the Crossbow have +10 crit chance, and use the medium range table.
- Crossbows have 8 ammo, and cannot reload (they cannot equip autoloaders or speedloaders, unless I did that wrong); when killing an enemy with it, they will not consume any ammo and, if it was a Standard Shot, retain concealment.
- Conventional: (Damage=2, Spread=0, PlusOne=50, Crit=5, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_Conventional")
- Magnetic: (Damage=3, Spread=0, PlusOne=50, Crit=6, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_MagXCom")
- Beam: (Damage=4, Spread=0, PlusOne=50, Crit=8, Pierce=-1, Shred=0, Tag="", DamageType="Projectile_BeamXCom")
Level 1 (Rank 1):
- Hunter’s Mark: At the cost of 1 mana (see below) and a bonus action (see below), mark a target. The target can be seen through walls and attacks made against it by the Hunter or their bondmate will have an +10 chance to crit (doubled if they are flanked). Additionally, melee attacks gain +10 aim.
- Phantom: Base Game
Level 2 (Rank 3):
- Vanish: Gain concealment for 2 turns. 5 turn cooldown.
- Sneak: Reduce your detection radius by 20% for one turn.
Level 3 (Rank 6):
- Extra Attack: After a turn-ending offensive action, gain a Run and Gun action point. If the action was a melee attack, gain a half-move movement only point as well.
- Enables an adjacent slash that does not consume all action points.
- Mana is a resource used by other abilities. Start with 2 mana at Squaddie, and gain 1 more per rank up.
- Gain a bonus action at the start of each turn. They can only be used for specific actions.
- Used so you cannot cast two "spells" (psionic abilities) in the same turn, or for other actions.
- Squaddie: Watchful Eye
- Corporal: Flankable – Against unflankable foes, gain ypur flanking aim and crit bonuses. Full for melee, half for ranged.
- Sergeant: Tireless – As a free action, gain 4 ablative health for 5 turns. 2 charges.
- Lieutenant: Iron Mind – Become immune to mental attacks.
- Captain: Hold Alien – Stun an alien (e.g. Sectoid, Chryssalid) target for 3 actions. Consumes 2 mana.
- Major: Big Game Hunter – Gain +30 crit against and deal +1 damage to large enemies (e.g. Chosen, Rulers).
- Colonel: All in – Consume all remaining mana and deal +2 damage per point.
- Squaddie: Mana
- Corporal: Burst Strike – Using a bonus action, for one turn, gain +3 mobility and Shadowstep (ignore reaction fire). Additionally, your next attack with your primary weapon will do +1 damage. Consumes 1 mana.
- Sergeant: Healing Word – Using a bonus action, heal an ally within range for 3 HP. Consumes 1 mana.
- Lieutenant: Blink – Using a bonus action, warp to a space within sight. Consumes 1 mana.
- Captain: More Mana – Gain 2 mana charges.
- Major: Magical Barrage – Using a bonus action and a regular action, deal damage to a cone-shaped area in front of you. Consumes 2 mana.
- Colonel: Meditation – Heal yourself to full and regain all expended mana charges.
- Squaddie: Sword Slice
- Corporal: Easy Prey – Attacks against an enemy that has already taken damage deal +1 damage. Triggers once per turn.
- Sergeant: Shadowstrike – Base Game
- Lieutenant: Cull the Weak – On a critical hit, deal additional damage equal to 50% of the target’s missing HP.
- Captain: Sneak Attack – Fire a sneaky shot that always retains concealment, but deals 50% damage (75% on a crit).
- Major: Feral Instinct – Gain Squadsight at no penalty.
- Colonel: Volley – Attack all enemies in range with your crossbow. Uses 2 ammo and has a 5 turn cooldown.
- Tiers 2-4: HoloTargeting, Shredder, Blast Padding, Deep Cover, Deadeye (all base game)
- Tiers 5-7: Untouchable, Blademaster (base game), Fancy Footwork (the first instance of damage you incur each turn is halved), Traversal (gain Grapple and phase through walls), Tipped Bolts (Enable the Ammo pocket)
I have done approximately zero playtesting for this class outside of "this effect is working as intended" (probably); feel free to let me know how weak or broken it is.
Total Stat gain at Colonel:
+5 HP
+13 Aim
+10 Flanking Aim Bonus
+1 Mobility
+15 Dodge
