Normally in this segment, I create an XCOM class based on a TF2
Mercenary, but today I don't have to, because Steam Forum user
WarVeterinarian sat down and created the XCOM Demoman. Good show,
WarVeterinarian! As usual, if you have any comments or ideas, feel free
to let me know about it in the comments section.
The Scout
Scouts are very mobile and agile units that are great for flanking, harassing, distraction and hit-and-run tactics. Like the XCOM Assault class, they are also invaluable at the front lines.
Scouts can equip rifle and shotgun type weapons.
Squaddie Rank Ability: Super Jump
Allows the Scout to jump over small obstacles and small heights without climbing aids.
Corporal Rank Ability 1: Bunnyhop
Confers +20 Defense against all reaction fire.
Corporal Rank Ability 2: Taunt
The Scout delivers a taunt at the first enemy that shoots at him, lowering its Will and Aim by -15 for the next turn. Enemies lose a bonus -5 Will if the shot misses.
Sergeant Rank Ability 1: Tactical Approach
+1 movement for each enemy that the squad can see.
Sergeant Rank Ability 2: Mad Milk
The Scout throws a mysterious milk-like substance that splashes upon impact. Coated enemies suffer a -33% to movement and -20 to Will, and any teammates who damage coated enemies will be healed by a certain amount.
Lieutenant Rank Ability 1: Atomizer
Allows the Scout to jump even greater heights without the use of climbing aids, and further increases movement by 2 tiles.
Lieutenant Rank Ability 2: Mr. Sandman
The Scout throws a baseball that deals light damage and stuns an enemy for 1 turn. Robotic units are immune. 2 turn cooldown.
Captain Ability 1: Bonk! Atomic Punch
Consumable item, 2 uses per mission. Confers +80 Defense for the next 2 turns. 3 turn cooldown.
Captain Ability 2: Crit-A-Cola
Consumable item, 2 uses per mission. Confers +80% Critical Chance for the next 2 turns. 3 turn cooldown.
Major Rank Ability: Pattern Prediction
Confers +20 Defense against enemies that fired at the Scout in the last 2 turns.
Colonel Rank Ability 1: Hit And Run
While moving, the Scout gets a free shot at the first enemy that he sees, provided that there is enough ammo to do so. Shot has a -15 Aim penalty.
Colonel Rank Ability 2: Force-A-Nature
Firing at enemies within 4 tiles will push them towards the direction fired at. Shotgun weapons can push further than rifle weapons.
The Scout
Scouts are very mobile and agile units that are great for flanking, harassing, distraction and hit-and-run tactics. Like the XCOM Assault class, they are also invaluable at the front lines.
Scouts can equip rifle and shotgun type weapons.
Squaddie Rank Ability: Super Jump
Allows the Scout to jump over small obstacles and small heights without climbing aids.
Corporal Rank Ability 1: Bunnyhop
Confers +20 Defense against all reaction fire.
Corporal Rank Ability 2: Taunt
The Scout delivers a taunt at the first enemy that shoots at him, lowering its Will and Aim by -15 for the next turn. Enemies lose a bonus -5 Will if the shot misses.
Sergeant Rank Ability 1: Tactical Approach
+1 movement for each enemy that the squad can see.
Sergeant Rank Ability 2: Mad Milk
The Scout throws a mysterious milk-like substance that splashes upon impact. Coated enemies suffer a -33% to movement and -20 to Will, and any teammates who damage coated enemies will be healed by a certain amount.
Lieutenant Rank Ability 1: Atomizer
Allows the Scout to jump even greater heights without the use of climbing aids, and further increases movement by 2 tiles.
Lieutenant Rank Ability 2: Mr. Sandman
The Scout throws a baseball that deals light damage and stuns an enemy for 1 turn. Robotic units are immune. 2 turn cooldown.
Captain Ability 1: Bonk! Atomic Punch
Consumable item, 2 uses per mission. Confers +80 Defense for the next 2 turns. 3 turn cooldown.
Captain Ability 2: Crit-A-Cola
Consumable item, 2 uses per mission. Confers +80% Critical Chance for the next 2 turns. 3 turn cooldown.
Major Rank Ability: Pattern Prediction
Confers +20 Defense against enemies that fired at the Scout in the last 2 turns.
Colonel Rank Ability 1: Hit And Run
While moving, the Scout gets a free shot at the first enemy that he sees, provided that there is enough ammo to do so. Shot has a -15 Aim penalty.
Colonel Rank Ability 2: Force-A-Nature
Firing at enemies within 4 tiles will push them towards the direction fired at. Shotgun weapons can push further than rifle weapons.
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