Difference between revisions of "Classes (Bureau)"

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(I'll take more notes when I play next, I'm almost done with my first campaign.)
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* Recon
 
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Recon are your anti-personnel soldiers.  They use sniper rifles, with abilities focusing on hitting enemies hard and on being able to get into good flanking positions.
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Recon are your anti-personnel soldiers.  They use sniper rifles, with abilities focusing on hitting enemies hard and on being able to get into good flanking positions. A feature of the Critial Strike ability is that is effectively "terrain-peircing": a targeted enemy will be hit, regardless of location, or intermediary objects.
 
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Revision as of 08:53, 8 September 2013

There are 4 classes of agents available on The Bureau: XCOM Declassified, plus Carter, which belongs to a unique class (Leader). Each class has 5 levels of abilities, with the player choosing between two abilities in some cases.

  • Leader
    • Level 1: Lift
    • Level 2:
    • Level 3:
    • Level 4:
    • Level 5:
  • Commando

Commandos are your main combat class. They use regular rifles as weapons and have the highest durability of any class.

Rank Ability Tree 1 Ability Tree 2
Level 1 Deniable Ops
Taunt
Commando insults targeted alien, drawing them out of cover.
Level 2 Pulse Wave
Commando unleashes a wall of TK, causing damage, and shoving them out of cover if applicable. Lighter enemies stumble for a significant amount of time.
Level 3 Tunnel Vision
Damage bonus to Taunted enemies.
Machine Gunner
Endurance
Adds another bar of health.
Level 4 Personal Shield
Casts one shield, can be used on Carter or either other Agent.
Plasma Field
AoE attack: continuous damage to any alien that is inside or enters the Plasma field. Does not affect XCOM Agents.
Resilience
Level 5 Peak Conditioning
Adds another bar of health.
Wave Amplification
Increases damage from Pulse Wave.
  • Engineer

Engineers are a class that mainly focuses on battlefield control. They use shotguns as weapons.

Rank Ability Tree 1 Ability Tree 2
Level 1 Grease Monkey
Scatter
Engineer throws a device which causes burning irritation in enemies, forcing them to leave cover.
Level 2 Mine
Engineer throws a proximity mine that will remain untill detonated. Does not affect XCOM Agents.
Endurance
Level 3 Demolitions Expert
Decreases cooldown on Mine ability.
Shotgunner
Level 4 Rocket Turret
Deploys turret that slowly shoots slow-moving but powerful Plasma shots.
Gun Turret
Deploys turrent that rapid-fires mid-strength laser shots.
Endurance
Level 5 Fortified Turrets
Turrets deploy with shields.
Monkeywrench
Increases damage against Mechanical targets.
Heavy Metals
  • Recon

Recon are your anti-personnel soldiers. They use sniper rifles, with abilities focusing on hitting enemies hard and on being able to get into good flanking positions. A feature of the Critial Strike ability is that is effectively "terrain-peircing": a targeted enemy will be hit, regardless of location, or intermediary objects.

Rank Ability Tree 1 Ability Tree 2
Level 1 Endurance Training
Critical Strike
Recon Agent focuses to perform a powerful Headshot for a guaranteed critical hit.
Level 2 Hard to Kill
Sniper
Eagle Eye
Level 3 Cloak
Makes agent invisible for a time.
Diversion
Recon casts a holographic image, in a manner similar to a turret (including having independent "hit points"). Diversion causes no damage. It is not subjected to Cover rules, so aliens attacks will prioritize it.
Endurance
Adds another bar of health.
Level 4 Crack Shot
Reduces cooldown on Critical Strike.
Armor Piercer
Critical Strike now does heavy damage to armor and shields.
Level 5 Fire Mission
AoE Attack. Calls down an artillery strike that damages friend and foe alike.
  • Support

Support class soldiers wield pistols, and focus mostly on defense and improving your other squad members.

Rank Ability Tree 1 Ability Tree 2
Level 1 Officer School
Combat Stims
Grenade-like device: boosts defense and accuracy for allies.
Level 2 Shield Sphere
A "shield grenade", it can either be used to cover agents directly, or be placed between agents and aliens to intercept shots.
Endurance
Adds another bar of health.
Level 3 Disrupt
Weaken
Level 4 Medical Breakthrough
Guardian Angel
Agent takes greatly reduced damage while on a Revive order.
Helping Hand
Reduces all ability cooldowns for entire squad.
Level 5 Savior
Greatly increases bleed-out time for units in squad.
Mirror
Shield Sphere now reflects shots to attackers.
Endurance
Adds another bar of health.