Juggernaut (TJ)
Appearance

What they lack in stealth, they make up for in raw firepower.
Class Overview
The main problem with the Juggernaut is deciding how to kill the enemies: with a cannon plus the gauntlet's rocket launcher and flamethrower, there are a lot of options. Go Strike for close-range flamethrower and cannon destruction with Quickburn and Eat This!, or Siege to fire rockets and bullets at enemies beyond visual range with Fire In The Hole and Squadsight.
Weapons
Primary: Cannons
Secondary: Gauntlets
Abilities
Mouse-over
for more information.
| Rank | Ability | ||
Squaddie |
This soldier is trained to use the XCOM gauntlet, a combination Rocket Launcher and Flamethrower. |
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. |
You gain additional Armor points based on your equipped armor. |
|---|---|---|---|
| Strike | Slayer | Siege | |
Lance Corporal |
Your flamethrower's base damage can now ignore fire immunities, and shred armor. |
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Corporal |
Your flamethrower has an increased range and covers a wider area of effect. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. |
Your rockets are more accurate. |
Sergeant |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
It's time for war. This soldier is granted a grenade slot as well as a heavy weapon slot, regardless of armor worn. |
Staff Sergeant |
Your Flamethrower can now panic enemies, and enemies set on fire take 1 additional damage per tick. |
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded. |
The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range. |
Tech Sergeant |
Activate so your next use of the flamethrower will not cost an action. |
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 rocket launcher or heavy weapon gains a bonus use. |
Gunnery Sergeant |
Take an action after dashing. |
Fire a cone shaped barrage of bullets at every enemy in an area. In addition, the cover of those enemies can be damaged or destroyed. Uses a lot of ammunition. |
Your damaging grenades and gauntlet rockets decrease enemy defense by 15 and dodge by 20 for 1 turn. |
Master Sergeant |
Once per battle, dash to a position within movement and attack all units in a complete circle around the soldier's position. Also grants immunity to fire. |
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching. |
The radius of your grenades and rockets is increased by 2, and the radius of your Breach ability is increased by 1. |
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 |
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. |
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown. |
Gain 5 dodge per enemy you can see, up to a maximum of +30. |
Explosive grenades and any damage over time effects inflicted by grenades do one additional damage. |
Confers +50% damage against robotic enemies. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Fire a special rocket that destroys buildings and other objects in the environment. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Attack all targets in a straight line and damage or destroy cover. |
Grants 1 free incendiary grenade item to your inventory. |
You equip one additional rocket. |
Once per mission, become immune to death and incapacitation until the end of your next turn. |
Enter overwatch after firing a turn ending standard shot with your primary weapon. |
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action. |
You get an additional 20 Defense and 20 Dodge against attacks by the closest visible enemy while not flanked. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies. |
You do one additional point of base damage when using guns. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
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. |
If you did not attack this turn, hunker down automatically. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Reduces Wound Timers by 3 HP. |
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage). |
If you score one or more kills on your turn, you are granted a single bonus move. |
Take a shot with a small aim penalty for a significant damage boost. |
All your attacks deal +2 damage. |
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn. |
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. |
Missed attacks have an additional roll to become a graze. |
Fire a special rocket which deals a small amount of damage but shuts down all robotic units for a turn. |
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses. |
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP. |
Increases damage against organic targets by 30%. |
Special Flamethrower shot that does limited damage but forces enemies to change their position and applies a special debuff. |
Attacks with your gauntlet, and fires set by gauntlet weapons, do +1 damage. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Your grenades now pierce up to 2 point(s) of armor, shred 0 additional point(s) of armor, and do full damage to units to the maximum extent of their area of effect. |
Your primary weapon attacks shred armor. |
Once per turn, gain an additional action after taking a standard shot at an enemy suffering from bleeding, poison, burning, or acid burning. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Fire a special rocket that does 2 damage but has a chance to stun or disorient organic enemies within its area of effect. |
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. |
Take 35% less damage from any melee attack, or attacks from within 5 tiles. |
Fire a shot that detonates explosives carried by the enemy. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives. |
Kills with your primary weapon restore 1 ammo. |
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Activating your Flamethrower leaves a small smoke cloud around your position, providing a defensive bonus. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
1 | 1 | 0 | 1 | 1 | 0 | 1 | 1 |
Aim |
4 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | |
Will |
3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
1 | 2 | 2 | 3 | 4 | 4 | 5 | 6 |
Aim |
4 | 6 | 8 | 10 | 11 | 12 | 13 | 14 | |
Will |
3 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | |