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.
- Secondary Weapon: Pistols, Machine Pistols, Sawed-off Shotguns.
- Class-Limited items: Marksman Scope
Displays information based on alien positioning after each non-dash move. Will not trigger if the scout is incapacitated. Allows the first battle scanner use each turn to cost no action and grants 1 free battle scanner. Grants Low Profile [Partial cover grants the defense and DR bonus of full cover].
Partial cover grants the defense and DR bonus of full cover.
Smoke and Mirrors
Using a support grenade costs only 1 AP and will not trigger non-suppression reaction shots. Equipped support grenades receive an additional use.
Steadying a weapon costs only 1 AP. Steadying no longer breaks hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting). Grants +35% weapon damage to Strike Rifles.
Hit and Run
The first shot taken at a target that was damaged, suppressed, or disoriented this turn deals +35% weapon damage and will leave this unit with 1 AP, but prevents the use of weapons or equipment until this unit reaches 0 AP.
Concussion and Psi grenades Shred [Damage received is increased by 20% (plus 1% for each shred damage dealt)] their targets as if they took 10 shred damage. Acid grenades strip 35% of armor HP on detonation. Grants +20% throw range.
Shooting or Overwatching will not trigger reaction fire. For XCOM only: Grants a 20% chance for shots to cost 0 AP and an additional reaction shot on Overwatch.
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. Removes the sidearm long-range aim penalty and doubles the sidearm close-range aim bonus.
If this unit has a sniper/strike/arc rifle: Fire a 1 damage shot at -20 aim that disables the target's main weapon and has a chance to maim any biological target equal to the percent of HP they have lost. Targets with disabled main weapons must reload before they can fire again. Requires 2 AP. 4 turn cooldown.
Vital Point Targeting
Shots against humans and autopsied biological aliens deal 30% more damage when they are steadied or against targets not protected by cover.
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-targeted, being flanked, and performing any action will break this concealment. Firing from concealment grants +30% crit.
Equipped medikits, grenades, mists, and beacons receive an additional use. Grants +1 ammo to non-electric primary weapons.
Fire a shot that has no squadsight penalties, +30 crit, and +50% weapon damage. 2 turn cooldown. Only for Strike/Sniper Rifles.
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).
Grants +2 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
This unit does not trigger reaction shots when walking (not dashing). Grants +0.6 mobility. After repositioning, grants +30 crit until next turn.
Role: Scout / Mobile Offense
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it's only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.
Scouts have a great deal of flexibility, thanks in part to their innate Low Profile, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:
- Scout: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever. A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using Shadowstep if any major threats choose to Overwatch. Even better is advancing under Concealment, which is an effective method of gaining vision with almost no risk, so long as it is employed properly. The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke & Mirrors later on for an extra charge.
- Mobile DPS / Off-DPS: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks Hit and Run or Snapshot combined with other potent damage increasing abilities (Precision Shot, Bullseye, Ranger, and Vital Point Targeting), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with Snapshot even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters Hit and Run attacks.
- Utility / Fire Support: The Scout class contains a veritable toolbox of utility skills that can round out any squad. Concealment and Smoke & Mirrors can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like Mind Merge or Psychokinetic Strike. Impact, Bullseye and Snapshot can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.
Battle Scanners offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with First Aid as well.
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. Concealment is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.
The support Scout uses Smoke And Mirrors to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, Disabling Shot and the ever important Recon ability bundled with Low Profile for added survivability. Concealment will allow the build to scout safely ahead and get the drop on unactivated ennemies with a well placed Concussion or Acid grenade. While a pure support build is possible, an hybrid support-flanker build can also be achieved for a more versatile soldier with an increased offensive potential.
Sample Support Build: Smoke and Mirrors -> First Aid or Ranger -> Disabling Shot or Vital Point Targeting -> Concealment -> Packmaster -> Shadowstep
Recommended Weapons: Strike rifle (if Disabling Shot). SMG or Shotgun if Ranger + VPT
Recommended Equipment: Concussion grenades, Acid Grenades, Smoke grenades/Battle Scanners/Extrasensory Vest.
- First aid can be switched out for Ranger for a more offensive punch.
- Disabling shot can be switched out for VPT for more flanking potential.
- This build makes for a good psi or officer candidate
The Marksman Scout offers consistent fire support at up to mid Squadsight range through Bullseye and a Marksman Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers and safely clear overwatch when paired with Snapshot and Impact. This build can be assimilated to a less damaging but more mobile Sniper with added utility in Recon, Battle scanners and immediate overwatch clearing.
Sample Marksman Build: Bullseye -> Snapshot -> Impact -> Concealment -> Precision Shot -> Extra Conditioning or Shadowstep
Recommended Weapons: Strike rifle. Secondary Sawn-off or autopistol
Recommended Equipment: Marksman's Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).
- Shadowstep allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!). Extra conditioning is useful for the additional 10% chance for a free shot which stacks with Snapshot (20%), a potential Conduit(20%) and Commanding Officer (1% per activated ennemy)
Hit and Run Scout
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for Hit and Run to activate. Properly supported, the HnR Scout can efficiently and reliably 'delete' high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of Recon stays a welcome addition to any squad.
Sample Hit and Run Build: Hit and Run -> Ranger -> Vital Point Targeting -> Concealment -> Sprinter -> Shadowstep
Recommended Weapons: SMG or Shotgun. Secondary Sawn-off or autopistol
Recommended Equipment: Targeting Module, High cap Mags, Alien Trophy/Respirator Implant/Reaper ammo,
- Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.
- A SMG guarantees critical hits on exposed target but suffers from low ammo and very limited damage to targets immune to critical hits.
- A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits.
- Muscle fiber density allows for extended reach in a large number of maps