Infantry (TJ)
Appearance

Our Infantry bring to bear sustained firepower at short and medium ranges. They're a key member of any squad.
Class Overview
Our Infantry bring to bear sustained firepower at short and medium ranges. They're a key member of any squad.
Weapons
Primary: Rifles, SMGs, Shotguns.
Secondary: Arc Thrower
Abilities
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for more information.
| Rank | Ability | ||
Squaddie |
Fire your Arc Thrower to incapacitate a target. |
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression. |
Grants an extra utility item slot only usable for ammo. Ammo in this slot will not drain mobility, even if it will be displayed as such in the armory. |
|---|---|---|---|
| Rifleman | Dependable | Support | |
Lance Corporal |
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. |
Fire the Arthrower at an ally to grant a bonus move action and temporary shadowstep. |
Your first reaction shot each turn is guaranteed to hit. |
Corporal |
Gain 25% bonus damage against enemies who attempt to move when suppressed. |
Fire the arc thrower at an ally to remove any negative mental status effects: Disoriented, Stunned, Panicked, or Unconscious. |
Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges. |
Sergeant |
Provides suppressing fire, also includes the Suppression ability if the soldier does not already possess that ability. |
During enemy turns, fire your arc thrower at any visible enemy within 1 tile(s) that moves or fires. Shares cooldown with the arc thrower's Stun ability. |
Using a medikit on a unit also grants that unit a bonus action point. |
Staff Sergeant |
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover. |
Your Arc Thrower now has a bonus to hit. |
Once per turn, take a reaction shot with your assault rifle at a visible enemy that has taken an offensive action. The reaction shot ignores cover bonuses. |
Tech Sergeant |
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have a -15 aim penalty. Has a 3 turn cooldown. |
Firing your arc thrower no longer ends your turn. |
Your Suppression and Area Suppression abilities also disorient the primary target. |
Gunnery Sergeant |
As a free action, reload your weapon. Can be used every 3 turns. |
Activate this ability to make your next arc thrower shot a free action. Has a 4 turn cooldown. |
Enter overwatch. All allies in a 7 tile radius around you also enter overwatch. |
Master Sergeant |
Take an action after dashing. |
A chaining arc thrower attack that stuns up to 5 targets. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/10/15/20/25/30/35 AP by tier.
| Tier 1 10 AP |
Tier 2 10 AP |
Tier 3 15 AP |
Tier 4 20 AP |
Tier 5 25 AP |
Tier 6 30 AP |
Tier 7 35 AP |
Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you gain an extra charge. Usable once per turn. Starts with one charge, and is a free action. |
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
Take a shot with a small aim penalty for a significant damage boost. |
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive. |
Your Arc Thrower disorients the target when it misses. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Your Arc Thrower now damages mechanical enemies and reduces their defense against hacking attempts. |
Confers +50% damage against robotic enemies. |
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future. |
Your primary weapon attacks shred armor. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Grants 1 free flashbang item to your inventory. |
When you miss an attack, you get +20 Aim on your next attack. |
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
Once per mission, become immune to death and incapacitation until the end of your next turn. |
Killing an enemy at a lower elevation with your primary weapon refunds a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles. |
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses. |
Gain +20 to hit against enemies who attempt to move when suppressed. |
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits. |
This soldier has significantly reduced infiltration times while on missions. |
Whenever you enter overwatch or use suppression, you gain 20 Defense until the start of your next turn. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
The soldier fires the Arcthrower in a straight line blast. The shot ignores line of sight and is unaffected by cover bonuses. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Increase Defense by 30 and Dodge by 50 until you move. Only works in cover. |
Healing abilities restore four additional hit points. |
Reduces Wound Timers by 3 HP. |
Gain +20 aim and +10 crit for successive shots at the same enemy unit. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Enter overwatch after firing a turn ending standard shot with your primary weapon. |
You gain additional Armor points based on your equipped armor. |
When the squad is revealed, this soldier remains concealed. |
Every 4 turns, as a free action, you can use a Battle Scanner. |
You do one additional point of base damage when using guns. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Your weapon attacks pierce 2/3/4 additional points of armor. |
The first time you use an officer ability or a command ability per turn you will refund the action point used. |
All GREMLIN abilities gain an additional charge. |
Take a highly accurate shot with +30 bonus to hit 66% damage and -30 crit. Uses 2 ammo. |
Fires a sparking blast from the arcthrower, dealing electrical damage and detonating carried explosives. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters. |
Until the start of next turn, fire at any enemy that takes a hostile action. Your shots do not have a reaction penalty. 3 turn cooldown. |
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown. |
A melee finisher that never misses and does not end your turn even when used with a dash move, but can only target damaged enemies on 3 or less HP. Can be used once per turn. 3 turn cooldown. |
Reduce wound recovery times for most soldiers. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Gain additional Crit chance and Mobility while equipped with a shotgun. |
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run. |
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Grants 1 free explosive grenade item to your inventory. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Using a Medikit does not cost an action. Passive. |
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Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
You get + 10 Aim and +10 Crit chance on ranged attacks against the closest visible enemy. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
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Grants +15 bonus aim against targets that cannot take cover. |
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Makes partial cover count as full. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 0 | 1 | 0 | 0 | 1 |
Aim |
7 | 3 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 1 | 2 | 2 | 2 | 3 |
Aim |
7 | 10 | 12 | 14 | 16 | 18 | 20 | 22 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |