Stormrider (TJ)
Appearance

While you were at the range with your puny guns, I studied the blade. While you embraced grenade spam, I mastered the perfect parry. While you wasted your days waiting for the perfect flamer ambush, I became one with the storm. And now that the world begs for freedom from the alien hordes, you have the audacity to seek my help?
Class Overview
Stormriders are fearsome melee combatants. They posses rage-fueled psionic powers that manifest as red lightning. They can break through toughest defense and form an impenetrable wall, all while effortlessly and graciously zapping around the battlefield.
Weapons
Primary: Swords
Secondary: Shields, Swords, or Empty
Abilities
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for more information.
| Rank | Ability | ||
Squaddie |
Melee attacks against targets on an adjacent tile cost 1 AP and do not end the turn. Attacking an enemy within blue move range grants a Move-only action. If using "Empty" secondary weapon, the Move action is granted for all melee attacks. |
Melee attack the first enemy that moves within your line of sight and 1 AP move distance with a penalty to aim. | |
|---|---|---|---|
Your melee attacks gain 10 Aim. |
Activate to Guard the next incoming attack, reducing its effectiveness. Can be used multiple times to Guard against multiple attacks. Can be used with Move-only actions. When carrying a Ballistic Shield, used automatically if the soldier didn't attack this turn. |
Attack any enemy within movement range with your sword. | |
| Rampage | Unyielding | Run Through | |
Lance Corporal |
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. |
Teleport to an allied soldier. Consumes all action points and grants one Move-only action. Breaks concealment. Allows the soldier to teleport to the original tile after using Intercept. |
An upgraded Shield Bash that costs 1 action and does not end the turn. Can be used with dashes. Disorients. |
Corporal |
A mainhand melee attack that removes many positive effects from the enemy and deals critical electric damage. |
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses. |
Gain 5 dodge per enemy you can see, up to a maximum of +30. |
Sergeant |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
Use the primary weapon to counter enemy attacks that would Miss or Graze, or while Guard is active. Passively gain 10 Dodge and resist most impairing effects applied by melee attack hits. |
Staff Sergeant |
Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s). |
When in overwatch, you may take two reaction shots. |
Gain a non-movement action point after using Shield Wall. |
Tech Sergeant |
Killing an enemy has a chance to panic some of the nearby organic enemies. |
This soldier does not trigger overwatch or reaction fire. |
Your melee critical hits Disorient. Critical hits against disoriented enemies Stun. Melee attacks against stunned enemies deal 25% more damage. Gain 10% melee crit chance. |
Gunnery Sergeant |
Become Enraged for 2 turns, dealing 25% more melee damage and becoming immune to mental effects, but suffering a -5 Defense penalty. 10 turn cooldown that is reduced each time this unit attacks or is targeted by enemy attacks. |
Activate to Intercept all enemy movement within your line of sight and 1 AP move distance until the start of your next turn. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
Master Sergeant |
Melee attacks always cost 1 Action Point and do not end turn. |
Allows reaction fire to crit and adds +30 aim and +50 critical chance to all reaction attacks. |
Make a melee attack with your shield that leaves your opponent disoriented and stunned for 1 action. |
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 |
If this soldier ends turn within 1.5 tiles of an unimpaired allied soldier, enemies will not receive flanking bonuses to Aim and Crit against either of the soldiers during enemy turn. |
Shield Protocol also reduces all incoming damage by 33%. |
Increases Will by 20, and guarantees that you bleed out instead of die outright once per mission. |
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Your grazing attacks are automatically upgraded to normal hits. |
A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage. |
There is a chance of an extra loot drop whenever you are on a mission. |
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. |
Take 35% less damage from any melee attack, or attacks from within 5 tiles. |
If mentally impaired at the start of your turn, cleanse any mental impairments and become Enraged. Does not work when mindcontrolled. 5 turn cooldown. |
Reduces the soldier's Defense by 5, but raises the squad's Defense by the same amount. |
Disaster cries out to smash all. Deliver a slash without moving that detonates explosives that an enemy is carrying. |
Instantly teleport anywhere within squadsight. |
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. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Whenever you deal Electrical damage, detect enemy presence in a 18 tile radius. 1 turn cooldown. |
Kick an enemy, dealing damage that scales with soldier's rank. This ability can be used only with Move actions. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
Activate to make kills grant 1 Bloodlust stack(s), maximum 4 stacks. Each stack will increase melee damage by 1. At 4 stacks gain access to a powerful Unleash attack that deals high electrical damage in a specified area. |
Increases damage against organic targets by 30%. |
Each time you score a kill, you gain 1 Shield. Passive. |
Stab an adjacent foe with an electricaly charged blade. Inflicts Electroshock. Strong against robotic foes. |
While Shield Wall is in effect, gain +20 bonus Dodge. Passive. |
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. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Confers +50% damage against robotic enemies. |
This soldier is able to climb walls. |
Stab an adjacent foe, dealing cold damage and inflicting bitterfrost and hypothermia. |
Your Dodge is increased by 20 and you are immune to poison. |
If Shield Wall is active, then all adjacent allies will enter overwatch at the end of the turn. Passive. |
The first Guard you use per turn will be a free action. |
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded. |
All your attacks deal +2 damage. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Grants 1 free flashbang item to your inventory. |
You gain additional Armor points based on your equipped armor. |
Gain +0.5% Crit Chance for every 1% of HP the target is missing. |
Swap locations with an ally and then immediately activate shieldwall. |
Free Action. Stab an adjacent foe with your blade. |
Gain +3 Mobility. You are 20% harder to detect while concealed. |
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning. |
Deal +1 melee damage to humanoid enemies and with melee attacks that don't require a weapon. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Grants 1 free incendiary grenade item to your inventory. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP. |
Mark an area with a 6.7 Tile radius. Until the end of turn, killing enemies in that area refunds Action Points for you and your squad members. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 1 | 0 | 1 | 1 | 0 | 1 |
Aim |
2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Mobility |
1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 2 | 2 | 3 | 4 | 4 | 5 |
Aim |
2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | |
Will |
5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | |
Mobility |
1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |