Specialist (TJ)

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
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| Rank | Ability | ||
Squaddie |
GREMLIN cancels overwatch on targeted unit. |
Attempt to remotely breach security on a network access point with your GREMLIN/BIT. | |
|---|---|---|---|
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. |
You may target robotic and mechanical enemies with your GREMLIN, attempting to hack them and seize control. 4-Turn cooldown. |
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies. | |
| Medic | Watcher | Hacker | |
Lance Corporal |
Send the GREMLIN to an ally to remove any negative mental status effects: Disoriented, Stunned, Panicked, or Unconscious. |
Use your GREMLIN to grant a movement action to an ally and grant them a small boost to dodge and mobility. |
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 |
Reduce wound recovery times for most soldiers. |
When in overwatch, you may take two reaction shots. |
Enemy units that are hacked take damage and lose their actions on the turn the hack effect ends. |
Sergeant |
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. |
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses. |
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. |
Staff Sergeant |
Restores health to the user and surrounding allies. Removes Burning, Acid, and Poison. |
Aid Protocol grants the target a Covering Fire Overwatch shot. |
The GREMLIN grants an explosive grenade to the targeted ally. Usable 2 time(s) per mission. |
Tech Sergeant |
Gain the Savior and Healing Aid abilities. Additionally, the first time you use Medical Protocol each turn will refund one standard action point. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Grants the Failsafe and Disassembly abilities, negating the penalties of failed hacks and providing bonus hack stat for 3 turns upon killing an enemy. |
Gunnery Sergeant |
Command your GREMLIN to move to a designated area. It grants allies in that area a bonus to Defense until the start of the next player turn. |
Enter overwatch after firing a turn ending standard shot with your primary weapon. |
All GREMLIN abilities gain an additional charge. |
Master Sergeant |
The first time you use various support gremlin abilities in a turn you will refund one action point. |
Command your GREMLIN to move to a designated area. It deploys barriers on allies that can absorb damage. |
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 10/10/15/20/25/30/35 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 |
Grants 1 free flashbang item to your inventory. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
Grants a unit HP regeneration every turn, and stabilizes and revives bleeding out or unconscious units. |
Missed attacks have an additional roll to become a graze. |
Send the GREMLIN to place target unit into Stasis for 1 turn. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
Haywire Protocol no longer has a cooldown and doesn't end the turn. |
Gain 40 dodge against attacks within four tiles. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. |
Once per mission, as a free action, set all your cooldowns on abilities back to zero. |
Aid Protocol and Stronghold Protocol also increase the target's dodge by 15 and reduce the chance of being critically hit by 30. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Give a friendly unit concealment. |
Gain 20 Defense and 20 Crit chance while injured. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Grant a friendly unit bonus ablative hit points. |
After throwing or launching a grenade, you will automatically enter overwatch. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Your primary weapon attacks shred armor. |
Take permanent control of a robotic unit and potentially acquire ADVENT MECs for the Resistance. |
Grants one free smoke grenade item to your inventory. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Enemies have 10% smaller detection range against all squad members. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
At one point, this job involved dialogue. Gain +1 Skullmining charge when carrying the Skulljack. |
Ranged attacks against flanked enemies deal +2 damage. |
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. |
If you did not attack this turn, hunker down automatically. |
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. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
Grants a free EMP Grenade item to the soldier's inventory. |
Your GREMLIN moves to every ally, granting all of them a Defense bonus until the start of your next turn. |
The GREMLIN shocks enemies if they move too close to the soldier. This attack chains to nearby enemies. Does not trigger on the unit's own turn. |
Aid Protocol and Stronghold Protocol also grant temporary Shadowstep and a movement-only action. |
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
The GREMLIN scans the designated area, revealing and applying Holo Targeting to all enemies. |
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. |
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses. |
All squad members get 10 Crit chance against enemies you can see. |
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. |
This soldier is able to climb walls. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
Makes partial cover count as full. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Combat Scanner and Stronghold Protocol have increased radius. Combat Scanner also grants a crit bonus against marked targets. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. |
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots. |
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage. Detonates DoTs on the target for immediate damage. |
The GREMLIN flies to each squad member, healing or reviving them as needed. |
Kills with your primary weapon restore 1 ammo. |
Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s). | |||
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. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 0 | 1 | 0 | 0 | 1 |
Aim |
3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | |
Will |
5 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | |
Hacking |
40 | 10 | 5 | 5 | 5 | 5 | 5 | 5 | |
| Total | Health |
0 | 1 | 1 | 1 | 2 | 2 | 2 | 3 |
Aim |
3 | 6 | 8 | 10 | 12 | 14 | 15 | 16 | |
Will |
5 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |
Hacking |
40 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | |