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Recon (TJ)

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Recon
Recon
A dedicated scout class, the Recon is well suited for either small-team stealth missions or supporting larger squads.

Class Overview

A dedicated scout class, the Recon is well suited for either small-team stealth missions or supporting larger squads. The Vanguard excels in flanking with First Strike and Shadowstep, while the Spotter stays hidden with Covert and paints enemies with the holotargeter with HiDef Holo. The role of the Enigma branch is an enigma, with a bunch of nice to have perks with little synergy.

Weapons

Primary: Rifles, SMGs, Shotguns.

Secondary: Holotargeter

Abilities

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

Rank Ability
Squaddie
Squaddie
Holotarget
*Holotargeting takes a single action. *The Holotargeting effect lasts until the start of your next turn. *Multiple holotarget effects do not stack with each other. *The aim bonus is +10 for the basic Holotargeter, and improves to +15 and +20 with better technology. *Holotargeting does not break concealment for you or your squad.
Holotarget your enemy to grant an aim bonus to all attacks on this target by you and your allies for the remainder of the turn.
Independent Tracking
*A Holotargeted enemy remains so for 1 additional turn(s). *Additional uses of Holotargeting on the same target will not stack.
A Holotargeted enemy will remain so for 1 additional turn(s).
Phantom
*Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment. *If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
When the squad is revealed, this soldier remains concealed.
Vanguard Enigma Spotter
Lance Corporal
Lance Corporal
Maim
*Fire a shot with your primary weapon that does normal damage and immobilizes the target until the end of their next turn. *Useful to isolate a high-value target during an ambush. *Uses 1 ammo. *Maim has a 3 turn cooldown.
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.
Reconnoiter
* The Battle Scanners granted by Reconnoiter can be used indefinitely, only limited by the cooldown. * These Battle Scanners are separate from the ones granted by the Battle Scanner item.
Every 4 turns, as a free action, you can use a Battle Scanner.
HiDef Holo
*The critical hit bonus is +10 with the basic Holotargeter, but improves to +15 and +20 with advanced technology Holotargeting devices.
Your Holotargeted enemies are easier to critically hit.
Corporal
Corporal
Blood Trail
*The bonuses apply if the enemy has taken damage on your turn or its previous turn. *Works with all weapons, except grenades. *Plan ahead with squadmate attacks to take full advantage of Blood Trail.
Attacks deal +1 damage and ignore up to 40 Dodge if the target has taken damage after your previous turn.
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.
Lightfoot
* The extra mobility from Lightfoot can help you to get a flank or to reach the objective quickly, but be careful you don't get too far ahead of the rest of the squad. * The improved concealment stacks with improved concealment from other sources such as ECM.
Gain +3 Mobility. You are 20% harder to detect while concealed.
Sergeant
Sergeant
This One's Mine
* Only you get the bonuses. * Consider using this ability against elite enemy units such as Custodians, Cobras, or Sectopods for its large bonus of 50 defense. * Our plasma weaponry will greatly benefit from the bonus critical hit chance due to their reliance on the critical damage.
Mark a target, giving you +50 Crit chance and +50 Defense against it for 3 turns. This ability doesn't cost an action. Has a 3 turn cooldown.
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates. *This ability cannot be disabled in any way.
This soldier does not trigger overwatch or reaction fire.
Rapid Targeting
*Using your Holotargeter no longer ends your turn. *In addition, Rapid Targeting lets you periodically use Holotargeting against a single enemy as a free action. *This works with HiDef Holo, Independent Tracking, and Vital Point Targeting. *This does not stack with Multitargeting. *Rapid Targeting has a 4 turn cooldown. *Holotargeting does not break concealment for your squad.
You may Holotarget an enemy as a free action with a 4 turn cooldown. In addition, Holotargeting no longer ends your turn.
Staff Sergeant
Staff Sergeant
Hit and Run
*Cannot be used on the same turn as Run and Gun. *Bonus full actions from Serial and Death from Above will be awarded first.
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.
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.
Conceal
*Concealment cannot be used when flanked by nearby enemies. *Requires one action and ends the soldier's turn.
Immediately enter concealment once per mission.
Tech Sergeant
Tech Sergeant
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
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.
Vital Point Targeting
*The Vital Point Targeting damage bonus is +1 for the basic Holotargeter, and increases to +2 with improved Holotargeting technology. *Damage bonus is applied to melee and direct (non-Area of Effect) projectile attacks.
Attacks against your Holotargeted enemies deal more damage.
Gunnery Sergeant
Gunnery Sergeant
Rapid Fire
*Rapid Fire has a 1 turn cooldown.
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
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.
Multitargeting
*HiDef Holo, Independent Tracking, and Vital Point Targeting apply to all targets. *Area of effect radius is 4 tiles for the basic Holotargeter and improves to 5 and 6 tiles with better technology. *Multitargeting has a 2 turn cooldown. *Holotargeting does not break concealment for your squad.
You may Holotarget multiple enemies with a 2 turn cooldown.
Master Sergeant
Master Sergeant
First Strike
* First Strike can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with First Strike must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
While concealed or flanking your target, you deal +3 damage with your primary weapon.
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.
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
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.
Flush
* Flush has a 3 turn cooldown. * +30 bonus to aim. * Damage is reduced by 50% * Cannot crit or apply bonus ammo effects. * Cannot be used from concealment. * Target loses 10 defense and 30 dodge. The debuff lasts 1 turn and can stack. Requires the target to be hit to be affected.
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.
Rapid Deployment
*Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. *Applies to Smoke Grenades, Flashbangs, Shaped Charges and Battle Scanners. *Rapid Deployment has a 3 turn cooldown.
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
Executioner
*Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
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.
Stiletto
* Bonus increases with the weapon tier.
Your weapon attacks pierce 2/3/4 additional points of armor.
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.
Extra Munitions
* The free grenade is not affected by Packmaster.
Grants 1 free explosive grenade item to your inventory.
Dedication
*Gain 2 mobility and ignore reaction fire for the rest of the turn. *Free action. *Dedication has a 4 turn cooldown.
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
Triage
* Restores 8 health to the user and surrounding allies within 8 tiles. * Removes Burning, Acid, and Poison. * Has 1 charge.
Restores health to the user and surrounding allies. Removes Burning, Acid, and Poison.
Marauder
*Marauder provides more tactical options when planning the Skirmisher's turn. *Paired with Grapple, Marauder allows the Skirmisher to shoot twice and move on a single turn.
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn.
Lock 'N Load
*Kills with your primary weapon restore 1 ammo.
Kills with your primary weapon restore 1 ammo.
Thousands To Go
* Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. * Does not activate when killing Lost. * Passive.
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive.
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.
Scrounger
* There will be one additional loot drop on a random enemy whenever this soldier is on a mission. * Other squadmates with Scrounger will stack the effect.
There is a chance of an extra loot drop whenever you are on a mission.
Cover Me
* The overwatch shot and Cool Under Pressure last until the start of your next turn. * Cool Under Pressure grants +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown.
Sixth Sense
* Area attacks include grenades and other explosives, but not MEC Micro Missiles. * Faceless claw sweep counts as multi-target attack and will not hit this soldier. * Purifier's Flamethrower is another example of area of effect attack that is not an explosive weapon.
You are immune to multi-target and area attacks.
Predator
*Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
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.
Heavy Hitter
* Heavy Hitter also increases the damage from burning, poison, or acid caused by your attacks by 1.
All your attacks deal +2 damage.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Scout
* This stacks with uses from carried battle scanners.
Grants 1 free battle scanner item to your inventory.
Fade
* Fade will let you use your First Strike bonus multiple times during a battle. * Concealment granted by Fade can also be broken normally. * Fade is a free action and has a 4 turn cooldown.
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action.
Devil's Luck
* Hits include crits and grazes.
You are immune to the first shot that hits you each mission.
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.
Shadowstrike
*Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
Quick Feet
Refunds one action point when you are revealed from concealment via your own action.
Refunds one action point when you are revealed from concealment via your own action.
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.
Impulse
*Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Tradecraft
*This soldier has significantly reduced infiltration times while on missions.
This soldier has significantly reduced infiltration times while on missions.
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.
Shotgun Finesse
* Gain +10 crit and +3 mobility while equipped with a shotgun.
Gain additional Crit chance and Mobility while equipped with a shotgun.
Close Encounters
*Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. *A red ring will mark the range of this ability. *Close Encounters cannot be used on the same turn as Run and Gun.
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.
Cyclic Fire
* Special Shot: Fire three shots at a target in a single attack. Requires two actions and all shots have a -15 penalty to aim. * Requires 3 ammo. * Cyclic Fire has a 3 turn cooldown. * Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.
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.
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.
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
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.
Survival Instinct
*The bonuses are lost if you are healed back to full health.
Gain 20 Defense and 20 Crit chance while injured.
Stalker
* The bonuses are lost immediately when you lose concealment.
Gain +3 Mobility and +10 Aim while concealed.
Close Combat Specialist
*Will not trigger if soldier is concealed. *You may shoot at each enemy with this ability once per turn. *Each shot requires 2 ammo.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
Run and Gun
*Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. *Run and Gun has a 4 turn cooldown.
Take an action after dashing.
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.
Lead The Target
*Carefully lead the target, granting a +20% increased chance to hit, but delaying the shot until the enemies turn. Takes two actions. *The shot taken by Lead The Target is not a reaction shot and therefore it can crit and it is not affected by reaction fire penalties or perks related to reaction fire. *Lead The Target has a 3 turn cooldown.
Grants a +20% increased chance to hit, but delays the shot until the target takes an action on their turn. Costs two actions and has a 3 turn cooldown.
Advice
* Costs 1 action, does not end the turn. * Can be used on any ally within line of sight. * Raises chance to score a critical hit by 20%. * Provides an extra 10% bonus if used on the soldier's Bondmate. * Lasts 2 turns. * Has a 3 turn cooldown.
Share the tricks of the hunting trade with an ally. Raises chance to score a critical hit.
Blinding Fire
* The cone is 9 tiles long and 6 tiles wide. * Costs 2 ammo. * Has a 4 turn cooldown. * The aim penalty is applied to the targets even if the attack misses them.
Fire at enemies in a cone. This attack is inaccurate, having a -15 aim penalty, but also reduces the aim of all targets by -15.
Concentration
*Attacks that would normally graze their target are automatically upgraded to normal hits. *Applies to primary weapons, secondary weapons, and pistols.
Your grazing attacks are automatically upgraded to normal hits.
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.
Preparation
Gain a standard action point at the start of your next turn. Does not cost action points. 3 turn cooldown
Slam Fire
* With the proper setup, you can trigger Slam Fire many times in a turn. Try removing enemies' cover, or using other abilities to boost your critical hit chance. * Activating Slam Fire does not cost an action. * Cannot be used after Run and Gun and other abilities that refund actions and disables them for the rest of the turn. * Equip your weapon with a Laser Sight and an Expanded Magazine or Autoloader to maximize Slam Fire's potential.
For the rest of the turn, whenever you get a critical hit with your primary weapon, your actions are refunded. Has 4 turn cooldown. Cannot be used after Run and Gun and disables Run and Gun for the rest of the turn. Free action.
Preservation
*When your concealment is broken, gain +15 defense for 2 turns.
When your concealment is broken, gain +15 defense for 2 turns.
Needle Grenades
*You have received extra training that enables you to employ explosive grenades that deploy specialized slivers that leave enemy loot and corpse intact and tears through unreinforced material. *Loot and corpses of enemies killed by any other explosives of this soldier, such as heavy weapons, are also preserved.
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies.
Scout's Watch
* Overwatch replaced with Scout's Watch. * Scout's Watch - Overwatch over a long, narrow cone. * Can reactively fire upon movement. * Can crit and doesn't suffer from reaction fire penalties.
The soldier no longer has reaction fire penalties with overwatch and can crit, but can only watch over small regions.
HEAT Ammo
* HEAT Ammo provides a substantial damage increase against robotic enemies such as MECs and Sectopods. * The damage increase happens before damage is reduced by Armor. * Combining HEAT Ammo with Bluescreen Rounds will deal devastating damage to any robotic enemy. * HEAT Ammo affects all damage sources, including explosives.
Confers +50% damage against robotic enemies.
Implacable
*The Fleche ability cannot be used after gaining a bonus move from Implacable.
If you score one or more kills on your turn, you are granted a single bonus move.
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.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
Iron Curtain
*If this cone-based attack hits, Iron Curtain does 50% of normal damage and imposes -8 mobility to the enemy for 2 turn(s). *Iron Curtain has a 3 turn cooldown. *Uses 3 ammo. *Can be used after moving. *Iron Curtain does not work with shotguns or sniper rifles. *Allies in the cone can be hit by this ability.
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
Aim Assist
*Gain additional +15 aim and +15 crit against holotargeted units.
Gain additional +15 aim and +15 crit against holotargeted units.
Eat This!
* The bonus doesn't affect melee attacks.
You gain +20 Aim and +20 Crit on attacks against adjacent targets. The bonus decreases with range, to a maximum of 6 tiles.
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.
Watchful Eye
* The free overwatch shot happens even if your This One's Mine target is only visible through squadsight. * Does not require Long Watch to utilize squadsight, only clear line of sight.
Once per turn, you get a free overwatch shot when your This One's Mine target moves or attacks.
Hail of Bullets
*Hail of Bullets requires 3 ammo points. *Hail of Bullets has a 5 turn cooldown. *Hail of Bullets does not work with sniper rifles.
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
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.
Unnerving Light
* Useful when combined with your psionic troopers, given will debuff makes their mental attacks more likely. * If you have the Multitargeting perk, it will apply on everyone caught in the area.
Holotargeting enemies also reduces will by -20.

Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 0 1 0 0 0 1 0
Aim
Aim
6 2 2 2 2 2 2 2
Will
Will
5 5 0 0 0 0 0 0
Dodge
Dodge
2 2 1 1 1 1 1 1
Hacking
Hacking
40 5 5 5 5 5 5 5
Total Health
Health
0 0 1 1 1 1 2 2
Aim
Aim
6 8 10 12 14 16 18 20
Will
Will
5 10 10 10 10 10 10 10
Dodge
Dodge
2 4 5 6 7 8 9 10
Hacking
Hacking
40 45 50 55 60 65 70 75

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