Survivalist (TJ)
Appearance

Class Overview
Survivalists are dedicated snipers who can quickly neutralize multiple targets. They also pack a sawed- off shotgun for close quarters engagements.
Weapons
Primary: Sniper Rifles, Rifles, SMGs.
Secondary: Sawed-off Shotgun
Abilities
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| Rank | Ability | ||
Squaddie |
Grants the Squadsight ability, but only when a sniper rifle is equipped as this soldier's primary weapon. |
Fire your sawed-off shotgun at a nearby enemy. |
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. |
|---|---|---|---|
| Sentry | Survivor | Raider | |
Lance Corporal |
Once per turn, you get a free overwatch shot when your This One's Mine target moves or attacks. |
Gain the Both Barrels and Pump Action abilities, as long as a Sawed-Off Shotgun is equipped as your secondary weapon. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
Corporal |
Grants a +20% increased chance to hit, but delays the shot until the target takes an action on their turn. Costs two actions and has a 3 turn cooldown. |
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. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
Sergeant |
Confers +50% damage against robotic enemies. |
Kills with your primary weapon restore one sawed-off shotgun charge. |
Gain +2 Aim per enemy the squad can see (max +20). |
Staff Sergeant |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
During enemy turns, fire a free shot that can critically hit with your sawed-off shotgun at any visible enemy within 3 tiles who moves or fires. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Tech Sergeant |
When equipped with an Assault Rifle or SMG as your primary weapon, gain the Sentinel ability. When equipped with a Sniper Rifle as your primary weapon, you gain the ability to use Overwatch with a single action point. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Gunnery Sergeant |
Kills with your primary weapon restore 1 ammo. |
The first time you fire your Sawed-Off Shotgun each turn doesn't cost an action. |
Fire a shot that deals critical damage and gives the target penalties to Aim, Defense, and Will. 5 turn cooldown. |
Master Sergeant |
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action. |
All your attacks deal +2 damage. |
Once per turn, the soldier follows up an ally's attack with a reaction shot. |
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. |
Negates the short range aim penalties of Sniper Rifles. |
Killing organic enemies with your sawed-off shotgun have a 50% chance to panic other organic enemies within 10 tiles of the target. |
Your grazing attacks are automatically upgraded to normal hits. |
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses. |
Take a shot with a small aim penalty for a significant damage boost. |
Increases damage against organic targets by 30%. |
There is a chance of an extra loot drop whenever you are on a mission. |
Grants 1 free explosive grenade item to your inventory. |
You get an additional 20 Defense and 20 Dodge against attacks by the closest visible enemy while not flanked. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. |
For the rest of the turn, whenever you get a critical hit with your primary weapon, your actions are refunded. Has 4 turn cooldown. Cannot be used after Run and Gun and disables Run and Gun for the rest of the turn. Free action. |
Grants 1 free battle scanner item to your inventory. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Killing a panicked or disoriented enemy with your sawed-off shotgun refunds one action point. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Gain +3 Mobility. You are 20% harder to detect while concealed. |
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. |
Killing an enemy at a lower elevation with your primary weapon refunds a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
You do one additional point of base damage when using guns. |
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Take an action after dashing. |
Equipped medikits have 2 extra charges. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Reaction fire shots now ignore half of cover bonuses. Passive. |
Fire a shot with your sawed-off shotgun that is guaranteed to hit, and will knockback the target. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
You get +15 Aim against targets in full cover. |
Fire a shot with your sawed-off shotgun that is guaranteed to hit and will destroy the targets cover. |
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning. |
This soldier has significantly reduced infiltration times while on missions. |
Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you gain an extra charge. Usable once per turn. Starts with one charge, and is a free action. |
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. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Gain a bonus move action this turn. 3 turn cooldown. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action. |
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. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Removes the cooldown for the Lead The Target ability. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack. |
Grants one free smoke grenade item to your inventory. |
Allow Overwatch to trigger with Squadsight. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Your primary weapon attacks shred armor. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Fire a shot with your primary weapon that deals +2 damage and applies Rupture. Uses 2 ammo. 4 turn cooldown. |
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. |
Gain +3 Mobility and +10 Aim while concealed. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
You gain bonus Aim and Crit on attacks against adjacent targets. The bonus decreases with range. |
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You can take a standard move action after firing your standard weapon. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 0 | 0 | 1 | 0 | 0 |
Aim |
7 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | |
Will |
3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 1 | 1 | 2 | 2 | 2 |
Aim |
7 | 10 | 13 | 16 | 19 | 22 | 25 | 28 | |
Will |
3 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | |