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Skirmisher (TJ)

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Skirmisher
Skirmisher
The Skirmisher is a highly mobile unit specializing in Hit-and-Run style combat.

Class Overview

The Skirmishers are mobile and efficient soldiers that takes advantages of enemy flanks and can perform many actions in a single turn. They are equipped with a Bullpup which carries similar stats to the standard SMGs but deal slightly more damage. Their Ripjack is also equipped with a grappling hook that allows them to freely zip and move to higher elevations. This kit allows them to take advantage of enemy flanks and utilizing Hit and Run to gain additional actions which has replaced Marauder in the base game. Their Ripjack also allows them to slash at adjacent enemies for 1 action which also does not end their turn.

The Skirmisher can focus more on their Ripjack, gaining more special abilties to pull enemies into close range or themselves to the enemy while also improving their close combat capabilities.

The Skirmisher can place their focus on utilizing their Bullpup, utilizing their mobility to enter enemy flanks for kills and gaining further bonuses for scoring kills.

The Skirmisher can act as a Tactician, gaining special abilities that grant high utility in a number of ways from better utilization of small items, disrupting enemies and granting bonuses to their allies.

Weapons

Primary: Bullpups

Secondary: Ripjacks

Abilities

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

Rank Ability
Squaddie
Squaddie
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.
Ripjack Slash
*Ripjack Slash can only be used against adjacent targets.
Attack an adjacent target with your Ripjack. Does not end turn.
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.
Grapple (Skirmisher)
*Grapple allows the Skirmisher to get into position without using an action. *Grapple has a 3 turn cooldown.
Deploy a grappling hook to move quickly to an elevated position.
Hussar Judge Tactician
Lance Corporal
Lance Corporal
Battlefield Awareness
*When Battlefield Awareness is triggered the soldier is immune to the next damage-dealing attack during the enemy turn, including area of effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss. Upon usage, the ability goes on a 3 turn cooldown.
Justice
* Justice is a great way to pull an enemy out of position. * The Ripjack strike is guaranteed to hit if the pull is successful. * An open space adjacent to the Skirmisher is needed to use Justice. * This ability costs 1 action, is non-turn ending and has a 3-turn cooldown.
Use the Grapple to pull a humanoid target to you and deliver a Ripjack strike.
Total Combat
*Total Combat adds even more flexibility to the Skirmisher's turns, allowing actions to be taken exactly when needed. *Removes the cooldown for grenades. *Grants both Bombard and Volatile Mix, hence it does not stack with either of them.
Throwing a grenade or using an item no longer ends the turn and grenades have no cooldown. In addition, you can throw grenades 2 tiles further and their radius is increased by 1. Grants a Grenade-only slot. Grants +5 aim and +1 mobility.
Corporal
Corporal
Reflex
*The Grapple makes the Skirmisher a great advance scout, and Reflex rewards their aggressive positioning. *Reflex can only be triggered once per turn.
When fired upon, gain one extra action on the next turn. Triggers no more than once per turn. Attacks against you suffer a -15 penalty to critical hit chances.
Wrath
* Wrath adds extra mobility for the Skirmisher, and can be used while the Grapple is on cooldown. * The Ripjack strike is guaranteed to hit if the Grapple is successful. * An open space adjacent to the enemy is needed to use Wrath. * This ability costs 1 action, is non-turn ending and has a 3-turn cooldown.
Use the Grapple to pull yourself to an enemy and deliver a Ripjack strike.
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.
Sergeant
Sergeant
Whiplash
*Whiplash does extra damage to robotic enemies. *Whiplash requires one action and does not end your turn. *Whiplash has a 4 turn cooldown.
Attack an enemy with an electrical lash. This attack has a 4 turn cooldown.
Bloody Knuckles
* This affects ALL melee attacks, including but not limited to attacks with a knife, sword, ripjack, or bayonet, and attacks that don't rely on a weapon such as Bull Rush.
Gain +3 damage with all melee attacks.
Packmaster
*Grants +1 charge to every utility item equipped. *Applies to the grenade slot as well as the standard utility slots, but not other slots. *Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.
Grants +1 charge to every utility item and grenade equipped.
Staff Sergeant
Staff Sergeant
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.
Retribution
*If an enemy begins their turn in an adjacent tile, Retribution will trigger if that enemy tries to attack the Skirmisher. *If an enemy does not begin their turn in an adjacent tile, then Retribution will trigger when that enemy moves into melee range. *Retribution does not trigger on your own turn.
Free Ripjack attacks on any enemies that enter or attack from melee range.
Improvise Frag Grenade
* Never run out of grenades again! * Assembles multiple grenades if the soldier also has Light Ordnance. * Has a 3 turn cooldown.
Assemble a frag grenade from various objects found in the field.
Tech Sergeant
Tech Sergeant
Lock 'N Load
*Kills with your primary weapon restore 1 ammo.
Kills with your primary weapon restore 1 ammo.
Dervish
* More advanced weapons will deal more damage and shred more armor. * Breach is excellent for destroying cover, but deals less damage and has a smaller radius than a launched grenade. * Guaranteed damage makes Breach good for finishing off low-hp enemies. * Breach cannot crit. * Breach requires 3 ammo points and has a 3 turn cooldown.
Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s).
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.
Gunnery Sergeant
Gunnery Sergeant
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.
Burial Blade
* Has a 2 turn Cooldown. * Ignores sustain effects, so Burial Blade is especially useful for putting down priests.
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded.
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.
Master Sergeant
Master 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.
Reckoning
*You can trigger the Charge ability by placing the movement cursor over an enemy and right-clicking (as with Fleche on Shinobis). *Charge costs 1 action point, is not turn ending, and has a 4 turn cooldown. *A Skirmisher can perform a dash move with the Charge attack and it will still only cost 1 action point.
Unlocks the Ripjack Charge.
Battlelord
*Battlelord can allow the Skirmisher to prevail in the most dire of circumstances. *Battlelord has a 5 turn cooldown. *Turns from the Lost and enemy pod reveals do not grant the immediate action. *Abilities that refund action points, like Implacable and Hit and Run, will not work during Battlelord.
After each enemy in line of sight takes a turn, take an action after their turn is completed. No action points will be refunded (e.g. from Hit and Run).

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
Zone of Control
*All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
Tandem HEAT Warheads
*Grenades that do not innately shred any armor do not benefit from the additional shred. Damage increase does not apply to Environmental damage.
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.
Full Throttle
*Only kills by the Skirmisher count towards Full Throttle.
Gain +2 mobility with every kill this turn. Lasts 2 turns, including the current one.
Keen Edge
* More advanced swords will ignore more armor and deal extra bonus damage. * Your sword attacks can finish off a wounded enemy and move to a better position for using your sniper rifle at the same time. * Because of the Hunter's high Aim stat, your sword attacks will almost always hit. * Keen Edge will make a normal sword deal as much damage as a sniper rifle of the same tech tier.
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor.
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.
Devastation
* Devastation provides a massive increase to grenade radius that makes it easy to hit multiple units and remove their cover, not to mention all other cover nearby.
The radius of your grenades and rockets is increased by 2, and the radius of your Breach ability is increased by 1.
Light Ordnance
* Increase grenade capacity by 2 in each slot, but decrease grenade damage by 50%.
Increase grenade capacity by 2 in each slot, but decrease grenade damage by 50%.
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.
Blademaster
*Blademaster deals a bonus +1 damage on every successful melee attack. *Blademaster grants +10 Aim to melee attacks.
All melee attacks deal +1 extra damage and have +10 Aim.
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.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.
Whirlwind
*A soldier can only gain one move per turn with this ability.
If you hit with a melee attack during your turn, gain a bonus move.
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.
Saturation Fire
*Saturation Fire requires 4 ammo points. *Saturation Fire has a 7 turn cooldown. *Saturation Fire will take a standard shot at every enemy in the cone, and will damage or destroy random cover elements in the cone.
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.
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.
Take Under
* Mechanically, this works just like the standard slash. * Attacking with a dash move will still only cost one action, but you need to have two actions currently available to dash. * This attack will never miss or graze, but its damage can still be mitigated by armor and other damage reduction effects.
An attack with your melee weapon that always hits and doesn't end the turn. Can only be used against wounded targets on 3 or less health.
Adrenaline
* Can activate up to 5 times per mission. * Does not activate when killing Lost. * Passive.
Each time you score a kill, you gain 1 Shield. Passive.
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.
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.
Improvise Explosive
* Never run out of grenades again! * Assembles multiple grenades if the soldier also has Light Ordnance. * Has a 2 turn cooldown.
Assemble a random explosive from various objects found in the field.
Purifier Gauntlet
Grants a wrist mounted flamethrower with sufficent fuel for two attacks.
Judgement
*Judgement can be triggered by melee and area of effect attacks. *Judgement will not trigger when targeted by Overwatch fire. *The chance of panic depends on both the will of the attacking unit and the will of the unit with Judgement. *Judgement works best on units with high will. *Panic chance is (30 + User's Will) - Enemy Will with a minimum apply chance of 5% and a maximum apply chance of 90%
Has a chance to panic any enemy that attacks this unit. The higher the will of this unit, the higher the panic chance.
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.
Trench Warfare
*If you get at least one kill during your turn, automatically Hunker Down at the end of it. *You will only Hunker Down if you would normally be able to.
If you get at least one kill during your turn, automatically Hunker Down at the end of it.
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.
Combat Engineer
*More powerful than Sapper by itself, Combat Engineer stacks with Sapper to maximize environmental damage, although either perk alone will still destroy many cover objects. *Combat Engineer also prevents environmental damage from falling off from the center of an explosion, meaning you will destroy objects in a larger area.
Your explosives do significantly greater damage to cover objects and other things on the battlefield.
Jingoistic
* Note that the bonus slots from this ability do not stack with most other abilities or equipment that offer one or both of the same slots, e.g. EXO or WAR Suits.
It's time for war. This soldier is granted a grenade slot as well as a heavy weapon slot, regardless of armor worn.
Crusader's Rage
*Wound reduction does not work if the soldier entered a bleeding out state during the mission.
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP.
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.
Tear Down
* Has a cooldown of 2 turns. * Note that unlike the Reaper's Remote Start, Tear Down doesn't boost the explosion's damage or range, but it also does not require any ammo.
As a free action, detonate an environmental explosive with a well placed shot.
Parkour
* This soldier is able to climb walls. Note that windows cannot be climbed.
This soldier is able to climb walls.
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.
Combatives
*Combatives grants you +90 dodge against melee attacks each enemy turn. The bonus dodge is lost when you parry the first melee attack. *Combatives passively grants you +10 dodge. *You can only counterattack single target melee attacks.
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge.
Fastball
* Has a 5-turn cooldown.
The next grenade you throw or launch this turn doesn't cost an action.
Resilience
* Resilience is useful for controlling the amount of damage you take if you get flanked. * Just because you can't be crit doesn't mean you won't die if you stand out in the open.
You can't be critically hit.
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.
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.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
Locked On
* Gain +20 aim and +10 crit for repeated shots at the same target. Not cumulative, and only applies to enemy units. * The effect persists in between multiple turns as long as the same target has been fired upon. * Area-of-Effect-based shots do not grant the bonus.
Gain +20 aim and +10 crit for successive shots at the same enemy unit.
Riot Control
You have one free smoke grenade and one free flashbang use on every mission.
You have one free smoke grenade and one free flashbang use on every mission.
Mad Bomber
* The free grenade is chosen at the start of each mission. * Can get a frag, incendiary, gas, acid, or emp grenade.
Grants 2 random free grenade items to your inventory.
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.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
Watch Them Run
*After throwing or launching a grenade, you will automatically enter overwatch.
After throwing or launching a grenade, you will automatically enter overwatch.
Boosted Cores
*Your grenades have extra explosives and do one additional damage but require special training to handle. *Damage over time effects applied by grenades such as poison will also do one additional damage.
Explosive grenades and any damage over time effects inflicted by grenades do one additional damage.
Biggest Booms
*Grenades, standard rockets, and MEC micromissiles can inflict critical damage (50% chance for +3 damage). *50% chance for critical damage is not affected by other critical chance modifiers. *Does not apply to non-damaging grenades or the concussion rocket or Bunker Buster abilities. *Grenade crits will grant +1 damage to ongoing damaging effects such as fire.
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage).
Shockwave
*Shockwave does not apply to flashbang grenades or other grenades that do not deal damage.
Your damaging grenades and gauntlet rockets decrease enemy defense by 15 and dodge by 20 for 1 turn.
Pyromaniac
* The free grenade is not affected by Packmaster.
Grants 1 free incendiary grenade item to your inventory.
Stiletto
*Shots fired with your primary weapon pierce 3 armor.
Shots fired with your primary weapon pierce 3 armor.
Sapper
*Sapper allows frag grenades and other explosives to destroy many cover objects.
Your explosives can destroy many cover objects.
Grapple Expert
Template:Grapple Expert (LWOTC)/Info
Justice, Whiplash, and Wrath gain +15 aim.
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.
Bandolier
* Infantry can equip two different ammo items at the same time, but can only benefit from one at a time. If two ammo items are equipped the Infantry will gain a Swap Ammo ability that allows them to change the active ammo type. * Consider which ammo you should take on each mission. Infantry become much more powerful when equipped with an ammo type appropriate to the situation.
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.
Hidden Reserves
* Once per mission, as a free action, set all your cooldowns on abilities back to zero.
Once per mission, as a free action, set all your cooldowns on abilities back to zero.
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.
Slice And Dice
* Has a 2 turn cooldown.
Attack any enemy within movement range with your sword. If you hit, make a free second sword attack. 2 turn cooldown.

Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 1 0 0 1 0 1 1
Aim
Aim
2 1 2 2 2 1 2 1
Will
Will
5 5 2 0 2 0 2 2
Total Health
Health
0 1 1 1 2 2 3 4
Aim
Aim
2 3 5 7 9 10 12 13
Will
Will
5 10 12 12 14 14 16 18

Sample Builds

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