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Specialist (TJ)

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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.
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.
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.
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.
Staff Sergeant
Staff Sergeant
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.
Threat Assessment
*Aid Protocol grants the target a Covering Fire Overwatch shot.
Aid Protocol grants the target a Covering Fire Overwatch shot.
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
Sawbones
* Savior increases the healing of all healing abilities by 4 points. * Healing Aid allows Aid Protocol to remove burning, poison, acid, and bleeding effects from targets, as well as healing the target . * Healing Aid affects Aid Protocol and Stronghold Protocol.
Gain the Savior and Healing Aid abilities. Additionally, the first time you use Medical Protocol each turn will refund one standard action point.
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.
Gremlin Expertise
* Grants the Failsafe and Disassembly abilities, negating the penalties of failed hacks and providing bonus hack stat for 3 turns upon killing an enemy.
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
Gunnery Sergeant
Stronghold Protocol
* Stronghold Protocol, if used with your first action, will not end your turn. * Provides all of the same benefits as Aid Protocol to every ally in the designated area. * Has a 6 turn cooldown.
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.
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.
Supercharge
* GREMLIN abilities include Shield Protocol, Renewal Protocol, and Stealth Protocol.
All GREMLIN abilities gain an additional charge.
Master Sergeant
Master Sergeant
Quick Aid
* Works with Aid Protocol, Shield Protocol, Medical Protocol, Rescue Protocol, Stealth Protocol, Stronghold Protocol, Phalanx Protocol, Revival Protocol, Scouting Protocol, Airdrop, Restorative Mist, and Combat Scanner.
The first time you use various support gremlin abilities in a turn you will refund one action point.
Redoubt Protocol
* Barrier provides 4/6/8 shield HP for 3 turns, scaling with GREMLIN tier. * Does not end the turn if used as the first action. * Does not stack with other major barriers. * Recasting before expiry will refill the amount the barrier can absorb. * Has 3 Charges.
Command your GREMLIN to move to a designated area. It deploys barriers on allies that can absorb damage.
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 10/10/15/20/25/30/35 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
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
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.
Renewal Protocol
* Renewal Protocol will get a unit that is bleeding out or unconscious up and back into the fight. Try to save it for a unit that really needs it. * Renewal Protocol restores 2 HP per turn, to a maximum of 8 HP. The first tick of healing is applied immediately when it is used. * The Battlefield Medicine foundry project will increase the amount to 3 HP per turn. * Mark II Gremlins will heal 10 total HP. * Mark III Gremlins will heal 12 total HP. * Restoration Protocol has one charge per mission.
Grants a unit HP regeneration every turn, and stabilizes and revives bleeding out or unconscious units.
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.
Containment Field
* Can be used on both allies and enemies. * Has a 4 turn cooldown.
Send the GREMLIN to place target unit into Stasis for 1 turn.
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.
Puppeteer
* You can still only make one attempt to use Haywire Protocol per enemy unit.
Haywire Protocol no longer has a cooldown and doesn't end the turn.
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.
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.
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.
Advanced Aid Protocol
* Aid Protocol and Stronghold Protocol also increase the target's dodge by 15 and reduce the chance of being critically hit by 30.
Aid Protocol and Stronghold Protocol also increase the target's dodge by 15 and reduce the chance of being critically hit by 30.
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.
Stealth Protocol
* Stealth Protocol can be used on any soldier, so consider who you plan on using it on when selecting your squad. * Sometimes Stealth Protocol can be used to protect a soldier in a sticky situation, but it won't work on a soldier who is flanked by an enemy. * Using Stealth Protocol costs an action. * The effect is removed if the Dragoon dies or evacs. * Stealth Protocol has one charge per mission.
Give a friendly unit concealment.
Survival Instinct
*The bonuses are lost if you are healed back to full health.
Gain 20 Defense and 20 Crit chance while injured.
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.
Shield Protocol
* Grant a friendly unit 3/5/7 bonus ablative hit points. * The shield also grants poison immunity until all ablative hit points are lost. * Has 2 charges
Grant a friendly unit bonus ablative hit points.
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.
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.
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.
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.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
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.
ECM
* The effect is removed if the Dragoon dies or evacs. * Passive.
Enemies have 10% smaller detection range against all squad members.
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.
Interrogator
* The Skullmining project in the Proving Ground must be completed for this ability to have any effect.
At one point, this job involved dialogue. Gain +1 Skullmining charge when carrying the Skulljack.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
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.
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.
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.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
EMP Bomber
* The free grenade is affected by Light Ordnance.
Grants a free EMP Grenade item to the soldier's inventory.
Phalanx Protocol
* Phalanx Protocol effectively grants Aid Protocol to every ally. * Has 2 charges.
Your GREMLIN moves to every ally, granting all of them a Defense bonus until the start of your next turn.
Voltaic Arc
* Deals electrical damage that pierces armor. * Can only chain to units friendly to the targeted unit. * Deals less damage than Chaining Jolt.
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.
Shadowstep Aid
* Aid Protocol and Stronghold Protocol also grant temporary Shadowstep and a movement-only action.
Aid Protocol and Stronghold Protocol also grant temporary Shadowstep and a movement-only action.
Battlespace
* The extra +9 sight radius wears off after one turn. * The +3 sight radius is permanent.
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn.
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.
Combat Scanner
* Can be used to reveal hidden units. * Provides a +15 Aim bonus when firing at the targeted enemies. * Has a 4 turn cooldown.
The GREMLIN scans the designated area, revealing and applying Holo Targeting to all enemies.
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.
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.
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.
Parkour
* This soldier is able to climb walls. Note that windows cannot be climbed.
This soldier is able to climb walls.
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.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
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.
Improved Scanner
* Combat Scanner allows you to scan an area which holotargets and reveals enemies. * Improved scanner makes it so scanned enemies are easier to crit.
Combat Scanner and Stronghold Protocol have increased radius. Combat Scanner also grants a crit bonus against marked targets.
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.
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.
Expunge Protocol
* Expunge Protocol has 2 charges per mission. * Upgrading your GREMLIN will lead to more damage per charge.
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage. Detonates DoTs on the target for immediate damage.
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.
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).
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.

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 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