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Keeper (TJ)

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Keeper
Keeper
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

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Keeper
Keeper
Denmother Only
One Good Eye
* "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."
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
Squaddie
Overseer
* Sniper Overwatch is a specialized form of Overwatch that allows you to take a reaction shot against an enemy that moves or attacks within a cone of fire. * Sniper Overwatch is affected by Sentinel and Rapid Reaction.
Gain Squadsight and Sniper Overwatch when a sniper rifle is equipped as the primary weapon.
Entrench
* It's often better to stay in worse cover and Entrench before firing rather than moving to better cover.
Increase Defense by 30 and Dodge by 50 until you move. Only works in cover.
Combat Presence
*Combat Presence can be used to get squadmates out of tough situations where they need an extra attack or move. *Combat Presence has a 4 turn cooldown.
Grant an extra action to a squadmate.
Grapple Gun
The Keeper can use a Grapple Gun to quickly move to an elevated position or to retrieve loot from the battlefield.
Quick Study
*Learn officer abilities in half the time.
Learn officer abilities in half the time.
Lookout Stalwart Tactician
Lance Corporal
Lance Corporal
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.
Aim
* The bonus granted by aim can apply to any weapon shot. * Also affects Entrench, Shield Wall, Coil, and Defensive Coil.
Hunker Down now confers +20 aim and +20 critical chance to the first shot on the following turn.
Supply Pack
* Resupply Ammo: Throw a spare magazine to a target ally so they can reload their weapon for free. * Bandage Throw: Throw bandages to a target ally so they can heal over time and stop bleeding. * Supply Run: Using Resupply Ammo or Bandage Throw on an ally grants the soldier a Move-only action.
Gain Resupply Ammo, Bandage Throw and Supply Run.
Corporal
Corporal
Shooting Sharp
*Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.
Sniper's Nest
* Makes partial cover count as full and confers +10 aim and +10 critical chance against targets at a lower elevation.
Makes partial cover count as full and confers +10 aim and +10 critical chance against targets at a lower elevation.
Paramedic
*Gain a free medikit. Equipped medikits have 2 extra charges *Gain the ability to dash to an ally and use a medkit. This ability still costs 1 action and is non turn ending like a regular medkit.
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
Sergeant
Bandit
* Once per turn, restore 1 ammo after taking a shot with your primary weapon.
Once per turn, restore 1 ammo after taking a shot with your primary weapon.
Steady Hands
*The Steady Hands bonus does not stack over multiple turns. *Steady Hands doubles down on the need to find a high sniper's nest with good sightlines.
If you did not move last turn, gain +10 Aim and +10 Critical chance.
Manual Override
*Use the allies' abilities early and often to take full advantage of Manual Override. *Costs 1 action. *Manual Override has a 4 turn cooldown.
Lowers all ability cooldowns on a selected ally soldier by up to 3 turns.
Staff Sergeant
Staff Sergeant
Chasing Fire
* Chasing Fire will not be triggered by other reaction attacks. * Will not trigger during Field Of Zero.
Once per turn, the soldier follows up an ally's attack with a reaction shot.
Disabling Shot
*Stuns enemies for 2 actions if the shot hits (including if it grazes). *Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage. *Disabling Shot requires 1 ammo to use. *Disabling Shot has a 5 turn cooldown. *Only Avatars and Psi Zombies can not be stunned.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
By My Command
* The first time you use an officer ability or command ability per turn you will refund the action point used. * Officer Abilities: Get Some, Command, Oscar Mike, Jammer, Focus Fire. * Command Abilities: Cover Me, You Got This, Get Down, Keep Your Head Down, Call For Fire, Coordinate Fire, Manual Override, Combat Presence.
The first time you use an officer ability or a command ability per turn you will refund the action point used.
Tech Sergeant
Tech Sergeant
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.
Stationary Threat
* Gain +1 damage to your primary weapon for each turn that you do not move. * Effect bonus can stack up to 3 times. * Passive.
Gain +1 damage to your primary weapon attacks for each turn that you do not move. Passive.
Call For Fire
* Requires one action point and ends the user's turn. * Allies affected by this ability will not automatically end their turn. * 5 turn cooldown.
Enter overwatch. All allies in a 7 tile radius around you also enter overwatch.
Gunnery Sergeant
Gunnery Sergeant
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.
Apex Predator
* Critical hits with your primary weapon have a chance to panic the target and nearby (within 4 tiles) enemies. * The chance to panic is 125% and is negatively affected by target's Will.
Critical hits with your primary weapon have a chance to panic the target and nearby enemies.
Battle Presence
* Reduce Combat Presence's cooldown by 3 turns.
Reduce Combat Presence's cooldown by 3 turns.
Master Sergeant
Master Sergeant
Kill Zone
*There is no limit to the amount of Kill Zone shots a soldier can take outside of ammo counts. *Kill Zone utilizes Squadsight, even if the soldier does not have the Long Watch ability. *Kill Zone has a 4 turn cooldown.
Take a reaction shot against any enemy that moves or attacks within a cone of fire.
Bullseye
* Bullseye is good for weakening tough enemies while also dealing extra damage. * Bullseye applies -20 penalties to Aim, Defense, and Will that last until the end of the battle. * Bullseye has a 5 turn cooldown.
Fire a shot that deals critical damage and gives the target penalties to Aim, Defense, and Will. 5 turn cooldown.
Airstrike
* The airstrike will destroy almost all cover in the area of effect. * This ability can be used anywhere your squad has vision even if the user does not have direct line of sight. * Can leave fire in the area.
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
Deep Cover
*Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
If you did not attack this turn, hunker down automatically.
Aim Assist
*Gain additional +15 aim and +15 crit against holotargeted units.
Gain additional +15 aim and +15 crit against holotargeted units.
Blurred
* The farther away the attacker is, the larger the bonuses are.
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker.
Accurate Reaction
* Increases accuracy with all reaction fire by 15.
Increases accuracy with all reaction fire by 15.
Avenger
*Avenger will not activate if this unit is shot at. *Can only activate during the enemy's turn. *Can only trigger once per turn.
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.
Anatomy
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
Alpha Strike
* This ability does not provide the bonus to stunned or panicked allies. * Doesn't give the action point to the caster.
Spend two actions to give all allies within 5 tiles an extra action. Usable 2 times per mission. Has a 24 turn cooldown.
Ever Vigilant
*Ever Vigilant enables an extremely mobile style of play for the soldier. *LITERALLY any action other than moving will invalidate Ever Vigilant.
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
Damn Good Ground
*Confers +10 aim and +10 defense against targets at a lower elevation. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Confers +10 aim and +10 defense against targets at a lower elevation.
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Against the Odds
* If you're facing enough enemies to hit the +20 cap, run.
Gain +2 Aim per enemy the squad can see (max +20).
Combat Fitness
*Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Burial Shot
* Has a 2 turn Cooldown. * Ignores sustain effects, so Burial Shot is especially useful for putting down priests and raptor commandos.
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded.
Double Tap
*Activate to fire a standard shot and gain a second action restricted to several different shooting abilities or overwatch. *Double Tap has a 2 turn cooldown. *Costs the same action it would take to fire a standard shot (Snipers cost 2 AP and all other weapons cost 1)
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching.
Field Medic
*If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Equipped medikits have 2 extra charges.
Lone Wolf
*Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant. *Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
Double Time
* Double Time can be used to move very long distances in a single turn, or to move and then take a normal sniper rifle shot. * The extra move action from Double Time is wasted if you use an ability that ends your turn, like firing your weapon, before taking the move. * Double Time has a 3 turn cooldown.
Gain a bonus move action this turn. 3 turn cooldown.
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Eagle Eye
* 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.
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.
Coordinate Fire
* Fire at a target, then command all adjacent allies to fire at that target. * 5 turn cooldown. * Allies will follow-up with a standard weapon attack with their primary weapon. If their primary weapon is not a gun, or they are out of ammo, then the follow-up attack will not occur.
Fire at a target, then command all adjacent allies to fire at that target. 5 turn cooldown.
Rapid Reaction
*When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
Inspire Agility
*Give a friendly unit 30 Dodge until the start of your next turn. *Killing an enemy unit grants an extra charge. *Usable once per turn. *Starts with one charge and is a free action.
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.
Long Watch
*Like the Overwatch ability it upgrades, Long Watch suffers a base penalty to aim. *Long Watch also suffers the Squadsight penalty to aim that increases with distance.
Allow Overwatch to trigger with Squadsight.
Holo Targeting
*Directed primary weapon-specific abilities will grant Holo Targeting. *Any abilities that target multiple units will not grant Holo Targeting.
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target.
Disarming Shot
* Can be used with Snap Shot. * Requires 1 ammo. * Certain weapons, like Purifier Flamethrowers, cannot be disabled.
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.
Ghost Grenade
*This ability only affects a single targeted ally; others in the smoke cloud are not concealed but do receive the defense bonus. *Uses one action and ends your turn. *One use per mission; abilities that add grenade charges do not provide any bonuses. *Only works on XCOM soldiers, as civilians do not have training in concealment techniques. *Small smoke cloud grants 20 defense; dense smoke bonuses do not apply. *It does not fit in the standard XCOM grenade launcher and must be thrown at a visible ally. *The Grenadier cannot use this ability when concealed.
A specialized smoke grenade that causes the targeted ally to enter concealment.
Deadeye
*Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%. *Deadeye has a 3 turn cooldown. *Works with Snap Shot.
Take a shot with a small aim penalty for a significant damage boost.
Scouting Report
* Collect 1 intelligence each turn. Intelligence adds 1 offense and defense to all allies (max 5). * 'Decisive Action' - Spend 5 intelligence to fully restore one ally's action points up to 2
Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability.
Lick Your Wounds
*Hunker Down restores 2 health when used, up to a maximum of 8 per mission. *Removes poison, burning, and acid burning.
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning.
Open Fire
*Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
Resilience
*Enemy attacks against you suffer a -30 penalty to critical hit chances.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
Focus
* This applies to any reaction shot, e.g. Overwatch, Suppression, or That's Close Enough. * Although the first reaction shot each turn will never miss, it can still graze.
Your first reaction shot each turn is guaranteed to hit.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Good Eye
* This ability gets more useful in the late game, when many enemies have dodge chances.
Your shots can't be dodged.
Sentinel
*Reaction shots may only target an enemy once.
When in overwatch, you may take two reaction shots.
Reposition (Keeper)
Use the Grapple Gun to pull an allied unit towards your position, preferring tiles in cover. 4 turn cooldown.
Target Focus
*Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. *Unflankable enemies are ones that can't take cover, such as Drones, MECs and Berserkers.
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
Savior
*Effect applies to GREMLIN heal, Medikits and Restoration abilities.
Healing abilities restore four additional hit points.
Precision Shot
*Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. *Precision Shot has a 4 turn cooldown.
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown.
Nimble Hands
* As a free action, reload your weapon. Can be used every 3 turns.
As a free action, reload your weapon. Can be used every 3 turns.
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
Trade Fire
* Until the start of next turn, fire at any enemy that takes a hostile action. * Your shots do not have a reaction penalty. * Your shots are taken after the enemy's hostile action. * Ends your turn when used. * 3 turn cooldown.
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.
You Got This
* You Got This can be used without breaking concealment. * The ally must be able to perform Overwatch shots in order to receive a benefit from You Got This.
Grant an Overwatch shot to a visible ally. Can be used once per turn and ends the user's turn when used.
Tracking
*Tracking allows the unit to detect units that are behind walls and other line-of-sight blockers. *Tracking detects enemies up to 14 tiles. *Detected units will appear as a visual outline. *Units will remain detected until the end of the player's turn. If they are outside Tracking's range at that point, they will count as no longer detected.
You detect nearby units even without line of sight.
Survival Instinct
*The bonuses are lost if you are healed back to full health.
Gain 20 Defense and 20 Crit chance while injured.
Shredder
*A successful shot with a conventional weapon will shred 1 armor from the target. *More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.
Second Wind
* If you use a medikit on yourself, you gain the bonus action point. * Medikits can be used not only on injured units but also on units that are suffering from status effects, including different levels of bitterfrost.
Using a medikit on a unit also grants that unit a bonus action point.
Rupture
*Rupture requires 3 ammo points. *Rupture has a 4 turn cooldown. *Ruptured targets take 3 additional damage from every attack.
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.
Traverse Fire
*After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.


Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
1 0 1 0 1 0 1 0
Aim
Aim
7 3 3 3 3 3 3 3
Will
Will
4 4 0 0 0 0 0 0
Total Health
Health
1 1 2 2 3 2 4 4
Aim
Aim
7 10 13 16 19 22 25 28
Will
Will
4 8 8 8 8 8 8 8

See Also

XCOM Units in Ted Jam
LWOTC Soldiers

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
LWOTC Unlockables

Psi Operative

SPARK

Officers
Faction Heroes

Reaper

Skirmisher

Templar
Trainable Soldiers

Agent

Akimbo

Arsonist

Buccaneer

Combat
Engineer

Dragoon

Heavy

Hitman

Hijacker

Hoplite

Hunter

Infantry

Juggernaut

Recon

Scrapper

Stormtrooper

Survivalist
Untrainable Soldiers

Crasher

Keeper

Stormrider

Warden
MEC Troopers

MEC Assault

MEC Heavy

MEC Hellion

MEC Protector

MEC Reaper

MEC Skirmisher

MEC Sniper

MEC Support

MEC Templar
Playable ADVENT

Assault Trooper

Bio Assault Trooper

Bio Barrier Trooper

Bio Captain

Destroyer Commando

Frost Captain

Frost Lancer

Frost Purifier

Frost Technician

Officer

Pathfinder

Pathfinder Hunter

Priest

Purifier

Raptor Commando

Shieldbearer

Stunlancer

Wraith Commando
Playable Aliens

Andromedon

Archon

Berserker

Desolator

Faceless

Frost Adder

Frost Bomber

Frost Mamba

Frost Necromancer

Muton Beleaguer

Muton Harrier

Muton Hunter

Muton Prowler

Muton Sapper

Muton Trooper

Naja

Python

Sectoid

Sectoid Abjurer

Sidewinder

Viper

Viper Marauder

Warmaster

Winter Sentinel
Buildable Units

Junk SPARK

Resistance MEC

MEC Archer

MEC Pyroclast

Prototype Assault MEC

Military Assault MEC

Frost MEC

Frost Droid

ADVENT Drone

Hunter Drone

Enigma Drone

Phase Drone

SHIV

Alloy SHIV

Elerium SHIV

Celatid Turret

Alloy Celatid Turret

Elerium Celatid Turret

Chryssalid Hound