Keeper (TJ)
Appearance

I used to be one of the best shots out there. Losing an eye knocked me down a peg, but I can still dish out the pain, as long as I can focus on one target at a time.
Class Overview
Keepers are experts in the field of military logistics. They keep their allies supplied and lock down their enemies with defensive tactics and rapid reaction fire.
Weapons
Primary: Sniper Rifles, Rifles, SMGs.
Secondary: None
Abilities
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| Rank | Ability | |||||
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Gain bonus 5 Aim and 5 Crit when taking multiple primary weapon shots against the same target in a row. Stacks up to 3 times. | |||||
|---|---|---|---|---|---|---|
Squaddie |
Gain Squadsight and Sniper Overwatch when a sniper rifle is equipped as the primary weapon. |
Increase Defense by 30 and Dodge by 50 until you move. Only works in cover. | ||||
Grant an extra action to a squadmate. |
The Keeper can use a Grapple Gun to quickly move to an elevated position or to retrieve loot from the battlefield. |
Learn officer abilities in half the time. | ||||
| Lookout | Stalwart | Tactician | ||||
Lance Corporal |
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses. |
Hunker Down now confers +20 aim and +20 critical chance to the first shot on the following turn. |
Gain Resupply Ammo, Bandage Throw and Supply Run. | |||
Corporal |
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover. |
Makes partial cover count as full and confers +10 aim and +10 critical chance against targets at a lower elevation. |
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 |
Once per turn, restore 1 ammo after taking a shot with your primary weapon. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Lowers all ability cooldowns on a selected ally soldier by up to 3 turns. | |||
Staff Sergeant |
Once per turn, the soldier follows up an ally's attack with a reaction shot. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
The first time you use an officer ability or a command ability per turn you will refund the action point used. | |||
Tech Sergeant |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Gain +1 damage to your primary weapon attacks for each turn that you do not move. Passive. |
Enter overwatch. All allies in a 7 tile radius around you also enter overwatch. | |||
Gunnery Sergeant |
Enter overwatch after firing a turn ending standard shot with your primary weapon. |
Critical hits with your primary weapon have a chance to panic the target and nearby enemies. |
Reduce Combat Presence's cooldown by 3 turns. | |||
Master Sergeant |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. |
Fire a shot that deals critical damage and gives the target penalties to Aim, Defense, and Will. 5 turn cooldown. |
Once per mission, call in an airstrike that does 8-12 damage in a large area. Costs both actions. | |||
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 |
If you did not attack this turn, hunker down automatically. |
Gain additional +15 aim and +15 crit against holotargeted units. |
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker. |
Increases accuracy with all reaction fire by 15. |
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. |
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. |
Spend two actions to give all allies within 5 tiles an extra action. Usable 2 times per mission. Has a 24 turn cooldown. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Gain +2 Aim per enemy the squad can see (max +20). |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded. |
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching. |
Equipped medikits have 2 extra charges. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Gain a bonus move action this turn. 3 turn cooldown. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Permanently increases Vision by approximately 3 tiles. You can activate this ability to further increase your Vision by approximately 3 additional tiles. 3 turn cooldown. |
Fire at a target, then command all adjacent allies to fire at that target. 5 turn cooldown. |
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots. |
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. |
Allow Overwatch to trigger with Squadsight. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Take a special weapon shot that disables the target's weapon, forcing them to reload before firing. Additionally, reduces the target's aim by 15 and critical chance by 30 for 2 turn(s). Has a 3 turn cooldown. |
A specialized smoke grenade that causes the targeted ally to enter concealment. |
Take a shot with a small aim penalty for a significant damage boost. |
Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability. |
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Your first reaction shot each turn is guaranteed to hit. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Your shots can't be dodged. |
When in overwatch, you may take two reaction shots. |
Use the Grapple Gun to pull an allied unit towards your position, preferring tiles in cover. 4 turn cooldown. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Healing abilities restore four additional hit points. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
As a free action, reload your weapon. Can be used every 3 turns. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
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. |
Grant an Overwatch shot to a visible ally. Can be used once per turn and ends the user's turn when used. |
You detect nearby units even without line of sight. |
Gain 20 Defense and 20 Crit chance while injured. |
Your primary weapon attacks shred armor. |
Using a medikit on a unit also grants that unit a bonus action point. |
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. |
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
1 | 0 | 1 | 0 | 1 | 0 | 1 | 0 |
Aim |
7 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
1 | 1 | 2 | 2 | 3 | 2 | 4 | 4 |
Aim |
7 | 10 | 13 | 16 | 19 | 22 | 25 | 28 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |