Jump to content

ADVENT Sentry (LWOTC)

From UFOpaedia

Back To Main Page | Back To Units Page

Long War of the Chosen Main Page

The ADVENT Sentry is the first enemy type XCOM will consistently encounter that is unique to the Long War. While its direct shots are only moderately stronger than those of the standard Trooper, the Sentry sets itself apart via its enhanced detection radius and specialization in Overwatch. With its base ability Ready For Anything, the Sentry is able to shoot and enter Overwatch in the same turn, granting it remarkable action economy and volume of fire.

Like other ADVENT troop types, the basic Sentry will slowly be phased out in favor of stronger variants as the campaign progresses. The Guardian gains the ability to fire more and deadlier Overwatch shots, and to do so upon any XCOM action. The stronger-still Sentinel can be surprisingly tough to take down, while also gaining an additional option to take on its own turn in the form of a fragmentation grenade.

ADVENT Sentry (Rank 1)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 3 0 65 0 33 0 0 12 40 125 9
Veteran 4 0 65 0 33 0 0 12 45 125 9
Commander 4 0 70 10 40 0 0 12 45 125 9
Legend 5 0 70 10 40 0 0 12 45 125 9
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
ADVENT Mag Rifle 2 - 5 1 3 -
Max Units in Pod = 4
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Follower Spawn Weight 2 3 3 5 5 6 5 4 2 1 1 1 0 0 0 0 0 0 0 0
Abilities and Tactical Upgrades
Ready For Anything
*Enter overwatch after firing a standard shot with your primary weapon.
Enter overwatch after firing a turn ending standard shot with your primary weapon.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Combat Awareness
*Gain 15 defense and an armor point when in overwatch. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired. *This ability goes into effect if the unit uses suppression.
Grants 15 defense and an armor point when in overwatch.

50% chance of applying after completion


Advanced Sentry (Rank 2)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 5 0 70 0 33 5 0 12 60 125 11
Veteran 6 0 70 10 33 10 0 12 65 125 11
Commander 7 0 75 10 40 10 0 12 65 125 11
Legend 8 0 75 10 40 10 0 12 65 125 11
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
ADVENT Mag Rifle 4 - 7 2 3 -
Max Units in Pod = 4
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0
Follower Spawn Weight 0 0 0 0 0 0 1 2 5 5 5 5 5 5 5 5 5 4 2 2
Abilities and Tactical Upgrades
Ready For Anything
*Enter overwatch after firing a standard shot with your primary weapon.
Enter overwatch after firing a turn ending standard shot with your primary weapon.
Cool Under Pressure
*You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Guardian
* This ability can grant bonus overwatch shots and continue to fire as long as shots land and there is still ammo remaining. * This ability does not allow to fire at the same target with additional shots.
After a successful overwatch shot, there is a 50% chance to gain a bonus overwatch shot.
Covering Fire
* If triggered by an enemy action, Covering Fire will trigger before the enemy action completes. * In addition, having the Covering Fire ability allows the owner to ignore 2/3 of cover bonuses with reaction fire.
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Combat Awareness
*Gain 15 defense and an armor point when in overwatch. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired. *This ability goes into effect if the unit uses suppression.
Grants 15 defense and an armor point when in overwatch.

50% chance of applying after completion


Elite Sentry (Rank 3)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 9 0 70 10 33 10 0 12 80 175 12
Veteran 12 0 70 10 33 10 0 12 85 175 12
Commander 13 1 75 10 40 10 0 12 85 175 12
Legend 15 1 80 10 40 10 0 12 85 175 12
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
ADVENT Mag Rifle 5 - 10 3 3 -
ADVENT Grenade 2-7 - 1 Range: 10
Radius: 4
Shred: 1
Env Dmg: 9
Max Units in Pod = 4
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 2 4 4 4 6 6 6 6
Abilities and Tactical Upgrades
Ready For Anything
*Enter overwatch after firing a standard shot with your primary weapon.
Enter overwatch after firing a turn ending standard shot with your primary weapon.
Cool Under Pressure
*You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Sentinel
*Reaction shots may only target an enemy once.
When in overwatch, you may take two reaction shots.
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Covering Fire
* If triggered by an enemy action, Covering Fire will trigger before the enemy action completes. * In addition, having the Covering Fire ability allows the owner to ignore 2/3 of cover bonuses with reaction fire.
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Combat Awareness
*Gain 15 defense and an armor point when in overwatch. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired. *This ability goes into effect if the unit uses suppression.
Grants 15 defense and an armor point when in overwatch.

50% chance of applying after completion

Tips

  • Like most flankable units, they will ideally try to find reasonable cover whenever flanked. This can be taken advantage of if you want to force enemies to move.
  • Sentries boast a higher detection radius than most trooper variants, so be wary of potential hiding spots such as dark corners to avoid being surprised.
  • The Sentry's main threat is its action economy through Ready for Anything. Methods to neutralize this include flashbangs, Lightning Reflexes, or simple damage (though be mindful of Covering Fire against Guardians and Sentinels).