Technical (TJ)

Class Overview
The Technical class brings XCOM 2's midgame Rocket and Flamethrower heavy weapons (normally reserved for use on EXO or WAR suits) to a regular soldier's everyday use. Technicals are assets ready to bail you out of a bad situation or push through a tough stalemate like no-one else can. Spend their limited heavy weapons charges wisely at pivotal points in your missions, and their burning and blasting won’t let you down. Though similar in position-clearing capability to their fellow grenadiers, Technicals must get close (or accurate) in order to use their heavy weapons; thankfully, unlike Grenadiers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline soldiers.
Branches
"Rocketeer" type Technicals focus on the rocket launcher, expanding the soldier's capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket's wake make an unsuitable defensive position should XCOM need to occupy it.
"Striker" type Technicals can also enjoy a variety of alternate perks that make them capable riflemen; if the basic functions of the Gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use.
"Pyrotech" type Technicals overhauls the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks.
Weapons
Primary: Rifles, SMGs, Shotguns.
Secondary: Gauntlet
The Technical's Gauntlet lets them fire a rocket once and a flamethrower twice. Technicals can boost the ammo counts of their rockets OR flamethrower by equipping EXO or WAR armor; rather than the usual heavy weapon option (Shredder gun), Technicals can choose from a bonus rocket/concussion rocket or bonus flamethrower/roust charges. This doesn't penalize their mobility.
Abilities
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| Rank | Ability | ||
Squaddie |
This soldier is trained to use the XCOM gauntlet, a combination Rocket Launcher and Flamethrower. |
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression. | |
|---|---|---|---|
| Rocketeer | Striker | Pyrotech | |
Lance Corporal |
Your rockets are more accurate. |
Your Suppression and Area Suppression abilities also disorient the primary target. |
Your Flamethrower can now panic enemies, and enemies set on fire take 1 additional damage per tick. |
Corporal |
Fire a special rocket that does 2 damage but has a chance to stun or disorient organic enemies within its area of effect. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Special Flamethrower shot that does limited damage but forces enemies to change their position and applies a special debuff. |
Sergeant |
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage). |
Your primary weapon attacks shred armor. |
Activating your Flamethrower leaves a small smoke cloud around your position, providing a defensive bonus. |
Staff Sergeant |
The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Your flamethrower's base damage can now ignore fire immunities, and shred armor. |
Tech Sergeant |
Fire a special rocket which deals a small amount of damage but shuts down all robotic units for a turn. |
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future. |
Your flamethrower has an increased range and covers a wider area of effect. |
Gunnery Sergeant |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP. |
Activate so your next use of the flamethrower will not cost an action. |
Master Sergeant |
Fire a special rocket that destroys buildings and other objects in the environment. |
All your attacks deal +2 damage. |
Once per battle, dash to a position within movement and attack all units in a complete circle around the soldier's position. Also grants immunity to fire. |
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 |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown. |
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
Fire a special rocket which shreds and ruptures targets in a small area. |
Take 35% less damage from any melee attack, or attacks from within 5 tiles. |
Shots fired with your primary weapon pierce 3 armor. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Your grenades' area of effect is increased by one tile. |
You gain additional Armor points based on your equipped armor. |
Your grenades now pierce up to 2 point(s) of armor and shred 1 additional point(s) of armor. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Grants +1 charge per grenade item in a utility slot. |
Gain +3 Mobility. You are 20% harder to detect while concealed. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
If you get at least one kill during your turn, automatically Hunker Down at the end of it. |
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. |
Throwing a grenade or using an item no longer ends the turn and grenades have no cooldown. In addition, you can throw grenades 2 tiles further and their radius is increased by 1. Grants a Grenade-only slot. Grants +5 aim and +1 mobility. |
It's time for war. This soldier is granted a grenade slot as well as a heavy weapon slot, regardless of armor worn. |
Take an action after dashing. |
You get an additional 20 Defense and 20 Dodge against attacks by the closest visible enemy while not flanked. |
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Once per turn, gain an additional action after taking a standard shot at an enemy suffering from bleeding, poison, burning, or acid burning. |
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. |
Equipped medikits have 2 extra charges. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
Makes partial cover count as full. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
You equip one additional rocket. |
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. |
Increases damage against organic targets by 30%. |
Grants a free Medikit. |
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. |
Reduces Wound Timers by 3 HP. |
All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. This includes tick damage from those effects. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Area Suppression suppresses enemies in a 5-tile radius. |
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. |
There is a chance of an extra loot drop whenever you are on a mission. |
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. |
You are immune to multi-target and area attacks. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
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If you did not attack this turn, hunker down automatically. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
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Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
3 | 2 | 2 | 2 | 3 | 2 | 2 | 2 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
3 | 5 | 7 | 9 | 12 | 14 | 16 | 18 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |