

Like every other class introduced with the War of the Chosen add-on, Skirmishers have access to three different skill threes. Additionally, they are limited to Skirmisher-only armor that has the same stats as the armor of regular soldiers.Ībilities available to the Skirmisher class.


Grapple allows the Skirmisher to quickly get on top of an elevation.Even if the target survives the attack, it will be extremely easy to flank it and finish it off. Use the Judgment ability to pull a dangerous foe towards the Skirmisher.When using this class you should remember about certain things, such as: It also uses a grappling hook, but it allows the Skirmisher to target the enemy - if the hook hits, the enemy will be pulled towards the Skirmisher and will receive a melee attack from the soldier. The second ability is Grapple, allowing them to launch a grappling hook and get to an elevation without using any action points. Thanks to that they can shoot twice during the same round, or shoot first and then move behind cover. The first one is Marauder - it allows Reapers to take shots without ending their turns. They have three abilities to supplement this playstyle. If a Psi Operative is training in the tube and you send them to infiltrate a mission, another soldier can train in that psi tube the soldier that was in the tube will be on hold upon return from their mission.The Skirmisher is a highly mobile character, perfectly suited for short and melee range combat. Times are based on difficulty: Rookie/Veteran/Commander/LegendĮach scientist staffing the Psi Lab will increase training speed by 100%, meaning the training time will be reduced by 50% with one scientist and by 66% with two.
#Xcom 2 war of the chosen skill tree plus
Training a new ability takes a base number of days plus additional days based on the difference between the Psi Operative's rank and the ability's rank:īase time = 2/4/4/4 days Rank time = 6/7/8/8 days per rank difference
Training a rookie into a Psi Operative takes 2 days in Rookie difficulty and 4 days in all others. It's worth noting that abilities which are connected to multiple other abilities unlock all of them at once - for example, picking Fuse adds both Stasis and Domination to the pool of available perks for a given Psi Operative. In order to obtain certain psi abilities, the Psi Operative first needs to acquire a prerequisite perk (shown with colored arrows on the diagram below): Only one successful Domination can be performed per mission. Psi Operatives are automatically granted all abilities in the first two ranks when first trained. The Psi Amp lets the Psi Operative use psionic abilities, improving them and their Psi Offense stat (which is used for Insanity and Domination) as it's upgraded. However, Psi Operatives get Quick Study, letting them train up Officer abilities faster than other soldiers. Psi Operatives focus entirely on psionic abilities in their perk tree, leaving little in the matter of using regular guns. Like in Long War 2, some abilities require other abilities to be learned as a prerequisite, but Psi Operatives now also need to gain experience to level up as other soldiers do, limiting the amount of perks that can be trained. The Psi Operative in Long War of the Chosen is slightly different from the one in vanilla XCOM 2. A mysterious new branch of study for XCOM, the Psionic Operative utilizes their mental abilities to great effect to boost their allies and cripple the will of enemies.
