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Specialist (LWOTC)

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Specialist
Specialist
Operating some of our most advanced equipment, Specialists deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty.

Class Overview

Specialists in Long War 2 are largely similar to XCOM 2's Specialist class, with several exceptions. Haywire Protocol is available for all Specialists from the start, allowing you to build out medical specialists while still putting their Hack stat to use. Combat Hackers gain more options and failsafes to allow them to hack and control foes while managing the consequences of success and failure in XCOM's favor. Specialists are also able to focus on effective overwatch fire to help cover for the squad.

"Medic" type Specialists employ their GREMLINs to triage allies remotely and efficiently (even beyond the Specialist's line of sight), helping keep the squad in fighting shape even as injuries and negative status effects mount, but are merely average in combat when you aren't constantly tasking their GREMLINs.

"Watcher" type Specialists shifts their focus not on their GREMNLINs but on their primary weapons, able to effectively react against unsuspecting enemies with overwatch fire. However they are unable to utilize the GREMNLINs effectively as other types in order to provide support for the squad beyond covering fire.

"Hacker" type Specialists aggressively engage enemies with their GREMLINs, dealing guaranteed damage and fielding an optimized, safe Haywire Protocol to turn the enemy's heaviest weapons against them, but can leave the squad lacking in medical options if you do not field many medkits elsewhere in the unit.

Weapons

Primary: Rifles, SMGs, Shotguns.

Secondary: GREMLIN

Specialists can use the standard set of weapons available to all non-rookies: an assault rifle for a standard issued weapon, an SMG for mobility and mid-close range combat or a shotgun for lethal close range.

As with vanilla, Specialists use GREMLINs as secondaries, allowing them to perform many support actions at range. Better GREMLINs improve their abilities as well as their Hacking stat.

Abilities

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

Rank Ability
Squaddie
Squaddie
Interference
*Cancels overwatch on targeted unit. *Is a free action. *3 charges per battle, plus 2 extra charges per better Gremlin tech.
GREMLIN cancels overwatch on targeted unit.
Hack
*Map items (chests, workstations, etc.) can be hacked from a distance using the GREMLIN/BIT.
Attempt to remotely breach security on a network access point with your GREMLIN/BIT.
Aid Protocol
*Aid Protocol, if used with your first action, will not end your turn. *As Aid Protocol takes effect immediately, it can be used to defend against reaction fire from enemies. *More advanced GREMLIN models will increase the defensive bonus granted by Aid Protocol.
Command your GREMLIN to move to a friendly target. It grants that target a bonus to Defense until the start of the next player turn.
Haywire Protocol
*Hacking a robotic enemy or turret pits the Specialist's Hacking stat against the enemy's Tech Defense stat. *Upgrading your GREMLIN will lead to an increased Hacking stat. *Hacked robotic enemies can only be controlled for a short time. *This ability has a 4-turn cooldown.
You may target robotic and mechanical enemies with your GREMLIN, attempting to hack them and seize control. 4-Turn cooldown.
Combat Protocol
* This ability has a 3-turn cooldown. * Upgrading your GREMLIN will lead to more damage per charge.
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.
Medic Watcher Hacker
Lance Corporal
Lance Corporal
Revival Protocol
*Revival Protocol can be used to revive unconscious soldiers, including those who have been stabilized after bleeding out. *Revival Protocol, if used with your first action, will not end your turn. *Starts with two charges, but upgrading your GREMLIN may provide more.
Send the GREMLIN to an ally to remove any negative mental status effects: Disoriented, Stunned, Panicked, or Unconscious.
Scanning Protocol
*Scanning Protocol has 2 initial charges. *Scanning Protocol gains bonus charges with improved Gremlins. *In addition to hidden and disguised enemies, enemies blocked from line of sight by walls or obstructions will also be revealed by Scanning Protocol. *Scanning Protocol is a free action. *If the Specialist is employed as Haven Advisor Scanning Protocol will reduce the chance of recruiting Faceless rebels by 40% (stacking cumulatively with other similar abilities).
The GREMLIN can trigger an instant scan of the area, increasing the Specialist's sight radius substantially for one turn, and revealing any hidden or disguised enemies in view. Free Action.
Blinding Protocol
*Works with Squadsight. *Blinding Protocol has a 4 turn cooldown and ends the turn.
Send the Gremlin to deploy a small flashbang on an enemy target, disorienting all enemy units within a small radius (reducing their Aim by 20 and Mobility by 6).
Corporal
Corporal
Field Surgeon
*Field Surgeon reduces the number of hit points a soldier must heal after being wounded in battle by 1. *Multiple Field Surgeons on a mission have a chance to reduce wound recovery time further. *The effect includes the soldier with the ability. *It does not affect soldiers who suffered killing wounds and are stabilized from bleeding out.
Reduce wound recovery times for most soldiers.
Sentinel
*Reaction shots may only target an enemy once.
When in overwatch, you may take two reaction shots.
Trojan
*Enemy units hacked by Haywire Protocol take 0 to 8 damage and lose their actions on the turn the hack effect ends. *Applies to units stunned or taken over by Haywire Protocol. *Damage calculated based on Hacking Stat vs. target's Hack Defense.
Enemy units that are hacked take damage and lose their actions on the turn the hack effect ends.
Sergeant
Sergeant
Medical Protocol
*Upgrading your GREMLIN will lead to more HP healed per charge. *GREMLIN Heal or GREMLIN Stabilize, when used as your first action, will not end your turn.
The GREMLIN can perform healing actions remotely: GREMLIN Heal and GREMLIN Stabilize. The GREMLIN has a single charge. If a medikit is equipped, the GREMLIN will gain an additional charge.
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.
Failsafe
*If you fail a hack, you prevent any negative effects from occurring.
If you fail a hack, you prevent any negative effects from occurring.
Staff Sergeant
Staff Sergeant
Neutralizing Agents
*Aid Protocol now neutralizes fire, poison, acid and bleeding.
Aid Protocol now neutralizes fire, poison, acid and bleeding.
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.
Airdrop
*Grants an explosive grenade to the targeted ally. *Airdrop initially confers a frag grenade, but will grant a plasma grenade once researched. *Activating Airdrop uses one action and does not end the soldier's turn. *Activating Airdrop does not break concealment. *Usable 2 time(s) per mission.
The GREMLIN grants an explosive grenade to the targeted ally. Usable 2 time(s) per mission.
Tech Sergeant
Tech Sergeant
Savior
*Effect applies to GREMLIN heal, Medikits and Restoration abilities.
Healing abilities restore four additional hit points.
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.
Chaining Jolt
*Deals electrical damage that pierces armour. *Chaining Jolt does the same damage as Combat Protocol and replaces it for the soldier. *Can only chain to units friendly to the targeted unit and within 5 tiles of each other. *Has a 3 turn cooldown.
The Specialist sends the GREMLIN to an enemy to jolt them. Attack chains to up to 2 nearby enemies. Damage is increased against robotic enemies. This ability replaces Combat Protocol.
Gunnery Sergeant
Gunnery Sergeant
Rescue Protocol
*Rescue Protocol grants +15 dodge and +5 mobility. *Rescue Protocol can only be used on allies with no action points left. *It cannot be used on concealed, suppressing or overwatching units. *An ally cannot benefit from both Command and Rescue Protocol in the same turn. *Uses one action and does not end your turn. *Rescue Protocol has 2 charges per mission. *Charges increase with improved Gremlin technology.
Use your GREMLIN to grant a movement action to an ally and grant them a small boost to dodge and mobility.
Threat Assessment
*Aid Protocol grants the target a Covering Fire Overwatch shot.
Aid Protocol grants the target a Covering Fire Overwatch shot.
Full Override
*Full Override is a special hack action usable against enemy robotic units. *It has one charge that is only expended if a successful override occurs. *Requires one action and ends the soldier's turn. *The first hack option, Greater Shutdown, will disable (stun) the unit for 3 turns. *The second hack option, Master Enemy, will grant control of the unit for rest of the mission with a stat bonus for all robots, and will permanently transfer any MEC units to the Resistance. *If the Master Enemy hack succeeds, and the MEC and the specialist both survive the mission, the MEC will follow new programming and make its way to a Resistance base, where it will serve the Resistance. It does not need to be evacuated when the mission ends.
Take permanent control of a robotic unit and potentially acquire ADVENT MECs for the Resistance.
Master Sergeant
Master Sergeant
Restoration
*Restoration has one charge per mission. *Restoration will heal more HP as you upgrade your GREMLIN.
The GREMLIN flies to each squad member, healing or reviving them as needed.
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.
Capacitor Discharge
*Capacitor Discharge has one charge per mission. *Capacitor Discharge will deal more damage as you upgrade your GREMLIN. *Pierces armor like combat protocol.
Send the GREMLIN to a location where it emits a substantial electric discharge, damaging and disorienting non-robotic units. Robotic units take more damage.

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/20/30 AP per tier for offensive perks, 10/15/25 AP per tier for defensive perks and 35 AP for Tier 4 perks.

Tier 1 Defensive
10 AP
Tier 1 Offensive
10 AP
Tier 2 Defensive
15 AP
Tier 2 Offensive
20 AP
Tier 3 Defensive
25 AP
Tier 3 Offensive
30 AP
Tier 4
35 AP
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Full Kit
*Grants +1 charge per grenade item in a utility slot. *Applies to explosive and support grenades as well as Battle Scanners. *Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.
Grants +1 charge per grenade item in a utility slot.
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.
Grazing Fire
* Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze. * This effect occurs after normal hit-miss-graze processing. * Targets with a dodge score subtract that score from the ability's success chance.
Missed attacks have an additional roll to become a graze.
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.
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.
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.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
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.
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.
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.
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.
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.
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.
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.
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.
Fortify
* Activate to grant the soldier +20 defense until the beginning of the soldier's next turn. * This ability is a free action and has a 3-turn cooldown.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown.
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.
Evasive
*This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
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.
Survival Instinct
*The bonuses are lost if you are healed back to full health.
Gain 20 Defense and 20 Crit chance while injured.
Coup de Grâce
*Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies. *The bonuses are halved against disoriented enemies. *For Shinobis and Gunners, this perk is applied to their secondary weapon.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
Tradecraft
*This soldier has significantly reduced infiltration times while on missions.
This soldier has significantly reduced infiltration times while on missions.
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.
Return Fire
*Return Fire will only trigger once per turn. *Return Fire can be triggered by melee attacks and area of effect attacks. *Return Fire will not trigger when targeted by overwatch fire.
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses.
Sensor Overlays
* Units visible at squadsight range does not count towards this bonus.
All squad members get 10 Crit chance against enemies you can see.
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.
Infighter
*Gain 40 dodge against attacks within four tiles. *Dodge bonus also applies to melee attacks. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 40 dodge against attacks within four tiles.
Close and Personal
*Confers +30 critical chance against adjacent targets. *Bonus reduced by 5 for each additional tile of distance from the target, down to 0 at 7 or more tiles.
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
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.
Moving Target
Gain 15 defense and 50 dodge against reaction attacks.
Lock 'N Load
*Kills with your primary weapon restore 1 ammo.
Kills with your primary weapon restore 1 ammo.
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.
Disassembly
*Killing an enemy grants a stackable +20 hack bonus that lasts 3 turns.
Killing an enemy grants a stackable +20 hack bonus that lasts 3 turns.
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.
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.

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 0 1
Aim
Aim
3 3 2 2 2 2 1 1
Will
Will
5 5 0 0 0 0 0 0
Hacking
Hacking
40 10 5 5 5 5 5 5
Total Health
Health
0 1 1 1 2 2 2 3
Aim
Aim
3 6 8 10 12 14 15 16
Will
Will
5 10 10 10 10 10 10 10
Hacking
Hacking
40 50 55 60 65 70 75 80

Sample Builds

See Also

XCOM Units in Long War of the Chosen
Starting

Overview

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
Unlockable

Psi Operative

SPARK

Officers
Faction

Reaper

Skirmisher

Templar