Recon (TJ)
Appearance

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
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| Rank | Ability | ||
Squaddie |
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. |
A Holotargeted enemy will remain so for 1 additional turn(s). |
When the squad is revealed, this soldier remains concealed. |
|---|---|---|---|
| Vanguard | Enigma | Spotter | |
Lance Corporal |
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. |
Every 4 turns, as a free action, you can use a Battle Scanner. |
Your Holotargeted enemies are easier to critically hit. |
Corporal |
Attacks deal +1 damage and ignore up to 40 Dodge if the target has taken damage after your previous turn. |
You detect nearby units even without line of sight. |
Gain +3 Mobility. You are 20% harder to detect while concealed. |
Sergeant |
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. |
This soldier does not trigger overwatch or reaction fire. |
You may Holotarget an enemy as a free action with a 4 turn cooldown. In addition, Holotargeting no longer ends your turn. |
Staff Sergeant |
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. |
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. |
Immediately enter concealment once per mission. |
Tech Sergeant |
Ranged attacks against flanked enemies deal +2 damage. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Attacks against your Holotargeted enemies deal more damage. |
Gunnery Sergeant |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
A specialized smoke grenade that causes the targeted ally to enter concealment. |
You may Holotarget multiple enemies with a 2 turn cooldown. |
Master Sergeant |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability. |
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 |
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. |
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. |
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Your weapon attacks pierce 2/3/4 additional points of 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 explosive grenade item to your inventory. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Restores health to the user and surrounding allies. Removes Burning, Acid, and Poison. |
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. |
Kills with your primary weapon restore 1 ammo. |
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive. |
The first time you use an officer ability or a command ability per turn you will refund the action point used. |
There is a chance of an extra loot drop whenever you are on a mission. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
You are immune to multi-target and area attacks. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
All your attacks deal +2 damage. |
Grants 1 free flashbang item to your inventory. |
Grants 1 free battle scanner item to your inventory. |
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action. |
You are immune to the first shot that hits you each mission. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Refunds one action point when you are revealed from concealment via your own action. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
This soldier has significantly reduced infiltration times while on missions. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
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. |
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. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
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. |
Gain 20 Defense and 20 Crit chance while injured. |
Gain +3 Mobility and +10 Aim while concealed. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Take an action after dashing. |
Fire a shot that deals critical damage and gives the target penalties to Aim, Defense, and Will. 5 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. |
Share the tricks of the hunting trade with an ally. Raises chance to score a critical hit. |
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. |
Your grazing attacks are automatically upgraded to normal hits. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Gain a standard action point at the start of your next turn. Does not cost action points. 3 turn cooldown |
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. |
When your concealment is broken, gain +15 defense for 2 turns. |
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies. |
The soldier no longer has reaction fire penalties with overwatch and can crit, but can only watch over small regions. |
Confers +50% damage against robotic enemies. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
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Grants one free smoke grenade item to your inventory. |
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon. |
Gain additional +15 aim and +15 crit against holotargeted units. |
You gain +20 Aim and +20 Crit on attacks against adjacent targets. The bonus decreases with range, to a maximum of 6 tiles. |
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Confers +10 aim and +10 defense against targets at a lower elevation. |
Once per turn, you get a free overwatch shot when your This One's Mine target moves or attacks. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
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Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Holotargeting enemies also reduces will by -20. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 0 | 1 | 0 | 0 | 0 | 1 | 0 |
Aim |
6 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
5 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | |
Dodge |
2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | |
Hacking |
40 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | |
| Total | Health |
0 | 0 | 1 | 1 | 1 | 1 | 2 | 2 |
Aim |
6 | 8 | 10 | 12 | 14 | 16 | 18 | 20 | |
Will |
5 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |
Dodge |
2 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
Hacking |
40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | |