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differences from lwotc table created
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Removed Differences from LWOTC - too confusing
 
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[[Ted Jam|Back To Main Page]]{{Toc_(LWOTC)|40}}[[File: LW2 class assault.png|center|frameless|96px|Assault|link=]]<div style="text-align: center;">'''''The Assault serves as our primary close range unit, able to push in close and hold the line.'''''</div>
[[Ted Jam|Back To Main Page]]{{Toc_(LWOTC)|40}}[[File: LW2 class assault.png|center|frameless|96px|Assault|link=]]<div style="text-align: center;">'''''The Assault serves as our primary close range unit, able to push in close and hold the line.'''''</div>
== Differences From LWOTC ==
LCPL: Lone Wolf to Bring 'Em On<br>
CPL: Arc Pulser to Stun Gunner<br>
SGT: Stun Gunner & Fortify to Booster Shock & Formidable<br>
SSGT: Formidable to Unlimited Power<br>
TSGT: Hit and Run & Rapid Fire to Disabling Shot & Lightning Reflexes<br>
GSGT: Lightning Reflexes to Rapid Fire<br>
{| class="wikitable" style="margin: 1em 0 1em 0; background-color: #17181a; border: 1px #83c0ce solid; border-collapse: collapse; text-align: center; color:#83c0ce; width: 100%;"
|- style="vertical-align:center; font-size:130%;"
| style="width:10%; border-width: 0 2px 2px 0; border-color:#83c0ce;"| '''Rank'''
| style="border-color:#83c0ce; border-width: 0 0 2px 0" | '''LWOTC Ability'''
| style="border-color:#83c0ce; border-width: 0 0 2px 0" |
| style="border-color:#83c0ce; border-width: 0 0 2px 0" | '''New Ability'''
|-
! style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color:#17181a;" | {{Rank (LW2)|0|b_name=1}}
| colspan="3" style="border-color: #83c0ce; width=30%;" | ''No change''
|-
! style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color: #17181a;"  | {{Rank (LW2)|1|b_name=1}}
| style="border-color: #83c0ce; width=30%;" | {{Lone Wolf (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| style="border-color: #83c0ce; width=30%;" | [[File:Arrows.png|36px|to|link=]]
| style="border-color: #83c0ce; width=30%;" | {{Bring 'Em On (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
! style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color: #17181a;"  | {{Rank (LW2)|2|b_name=1}}
| style="border-color: #83c0ce; width=30%;" | {{Arc Pulser (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| style="border-color: #83c0ce; width=30%;" | [[File:Arrows.png|36px|to|link=]]
| style="border-color: #83c0ce; width=30%;" | {{Stun Gunner (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
! rowspan="2" style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color: #17181a;"  | {{Rank (LW2)|3|b_name=1}}
| style="border-color: #83c0ce; width=30%;" | {{Stun Gunner (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| rowspan="2" style="border-color: #83c0ce; width=30%;" | [[File:Arrows.png|36px|to|link=]]
| style="border-color: #83c0ce; width=30%;" | {{Booster Shock (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
| style="border-color: #83c0ce; width=30%;" | {{Fortify (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| style="border-color: #83c0ce; width=30%;" | {{Formidable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
! style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color: #17181a;"  | {{Rank (LW2)|4|b_name=1}}
| style="border-color: #83c0ce; width=30%;" | {{Formidable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| style="border-color: #83c0ce; width=30%;" | [[File:Arrows.png|36px|to|link=]]
| style="border-color: #83c0ce; width=30%;" | {{Unlimited Power (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
! rowspan="2" style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color: #17181a;"  | {{Rank (LW2)|5|b_name=1}}
| style="border-color: #83c0ce; width=30%;" | {{Hit and Run (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| rowspan="2" style="border-color: #83c0ce; width=30%;" | [[File:Arrows.png|36px|to|link=]]
| style="border-color: #83c0ce; width=30%;" | {{Rapid Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
| style="border-color: #83c0ce; width=30%;" | {{Disabling Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| style="border-color: #83c0ce; width=30%;" | {{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
! style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color: #17181a;"  | {{Rank (LW2)|6|b_name=1}}
| style="border-color: #83c0ce; width=30%;" | {{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
| style="border-color: #83c0ce; width=30%;" | [[File:Arrows.png|36px|to|link=]]
| style="border-color: #83c0ce; width=30%;" | {{Rapid Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|-
! style="border-width: 0 2px 2px 0; border-color:#83c0ce; background-color: #17181a;"  | {{Rank (LW2)|7|b_name=1}}
| colspan="3" style="border-color: #83c0ce; width=30%;" | ''No change''
|}


== Class Overview ==
== Class Overview ==
Line 78: Line 20:
|Squaddie3={{Dedication (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie3={{Dedication (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Subclass1=Raider
|Subclass1=Raider
|SubclassM=Zapper
|SubclassM=Disabler
|Subclass2=Crasher
|Subclass2=Breacher
|LCorporal1={{Slug Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal1={{Slug Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal2={{Electroshock (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal2={{Stun Gunner (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal3={{Bring 'Em On (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal3={{Steadfast (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal1={{Trench Gun (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal1={{Trench Gun (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal2={{Stun Gunner (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal2={{Arc Pulser (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal3={{Close and Personal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal3={{Close and Personal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant1={{Killer Instinct (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant1={{Extra Conditioning (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant2={{Booster Shock (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant2={{Sparkstriker (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant3={{Formidable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant3={{Aggression (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt1={{Extra Conditioning (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt1={{Implacable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt2={{Unlimited Power (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt2={{Hidden Reserves (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt3={{Aggression (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt3={{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt1={{Close Encounters (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt1={{Close Encounters (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt2={{Disabling Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt2={{Disabling Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt3={{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt3={{Killer Instinct (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt1={{Rapid Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt1={{Untouchable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt2={{Close Combat Specialist (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt2={{Close Combat Specialist (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt3={{Untouchable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt3={{Lethal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt1={{Street Sweeper (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt1={{Street Sweeper (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt2={{Chain Lightning (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt2={{Chain Lightning (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt3={{Lethal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt3={{Rapid Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
}}
}}


=== XCOM Abilities ===
=== XCOM Abilities ===
The assault in Ted Jam does not use the modern LWOTC xcom row system that delineates between offensive and defensive perks.


{{XCOM Tree V2 (LWOTC)
{{XCOM Tree V3 (LWOTC)
|Tier1ADefensive={{Paramedic (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1A={{Electrocute (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1BDefensive={{Flashbanger (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1B={{Parkour (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1CDefensive={{Zone of Control (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1C={{Blend (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1DDefensive={{Ghostwalker (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1D={{Target Focus (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1EDefensive={{Deep Cover (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1E={{Iron Will (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1FDefensive=
|Tier1F={{Paramedic (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1GDefensive=
|Tier1G={{Adrenaline (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1AOffensive={{Arc Welder (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1H={{Arc Welder (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1BOffensive={{Flush (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier1I=
|Tier1COffensive={{Like Lightning (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier2A={{Like Lightning (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1DOffensive={{Locked On (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier2B={{Flush (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1EOffensive={{Bring 'Em On (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier2C={{Extra Munitions (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1FOffensive=
|Tier2D={{Cover Me (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1GOffensive=
|Tier2E={{Damn Good Ground (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2ADefensive={{Infighter (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier2F={{Infighter (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2BDefensive={{Survival Instinct (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier2G={{Zone of Control (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2CDefensive={{Tactical Sense (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier2H={{Electroshock (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2DDefensive={{Focused Defense (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier2I={{Bandolier (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2EDefensive={{Low Profile (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier3A={{Survival Instinct (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2FDefensive=
|Tier3B={{Fortify (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2GDefensive=
|Tier3C={{Lone Wolf (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2AOffensive={{Unlimited Power (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier3D={{Booster Shock (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2BOffensive={{Hail of Bullets (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier3E={{Tis But A Scratch (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2COffensive={{Target Focus (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier3F={{Brawler (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2DOffensive={{Traverse Fire (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier3G={{Riot Control (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2EOffensive={{Executioner (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier3H={{Formidable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2FOffensive=
|Tier3I=
|Tier2GOffensive=
|Tier4A={{Booster Shock (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3ADefensive={{Reconnoiter (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier4B={{Hail of Bullets (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3BDefensive={{Resilience (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier4C={{Bring 'Em On (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3CDefensive={{Tradecraft (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier4D={{Phantom (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3DDefensive={{Evasive (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier4E={{Arc Lance (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3EDefensive={{Phantom (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier4F={{Low Profile (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3FDefensive=
|Tier4G={{Overkill (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3GDefensive=
|Tier4H={{Fastball (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3AOffensive={{Reposition (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier4I={{Thats Close Enough (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3BOffensive={{Predator (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier5A={{Resilience (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3COffensive={{Deadeye (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier5B={{Lightfoot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3DOffensive={{Overkill (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier5C={{Sixth Sense (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3EOffensive={{Shadowstrike (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier5D={{Mad Bomber (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3FOffensive={{Anatomy (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier5E={{EM Glitch (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3GOffensive=
|Tier5F={{Unlimited Power (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4A={{Quick Zap (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier5G={{Breach (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4B={{Serial (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier5H={{Anatomy (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4C={{Lock N Load (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier5I={{Total Combat (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4D={{Stiletto (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier6A={{Shotgun Finesse (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4E={{Thats Close Enough (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier6B={{Lock N Load (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4F={{Ready For Anything (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier6C={{Burial Shot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4G={{Disabling Shot (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}}
|Tier6D={{Hit and Run (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6E={{Ventilate (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6F={{Rock Em Sock Em (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6G={{Shadowstrike (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6H=
|Tier6I=
|Tier7A={{Quick Zap (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7B={{Slam Fire (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7C={{Fearsome (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7D={{Cool Under Pressure (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7E={{Dervish (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7F={{Purifier Gauntlet (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7G={{Meld (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7H=
|Tier7I=
}}
}}


==Stat Progression==
==Stat Progression==
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== See Also ==
== See Also ==


{{XCOM_Units_Navbar_(LWOTC)}}
{{XCOM_Units_Navbar_(TJ)}}


[[Category:TedJam]]
[[Category:TedJam]]
[[Category:LWOTC Classes (TJ)]]
[[Category:LWOTC Classes (TJ)]]

Latest revision as of 05:35, 1 October 2025

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Long War of the Chosen Main Page
Assault
Assault
The Assault serves as our primary close range unit, able to push in close and hold the line.

Class Overview

The Assault class is specialised in mobility and dealing damage with guns. They are the equivalent to Long War 1's Assault, somewhat akin to a shotgun-using vanilla Ranger, but with more emphasis on damage, stunning and holding the frontline in exchange for the sword and stealth skills, which are now in the Shinobi class.

Assaults also carry Arc Throwers as their secondary weapon. These have normal (rifle) range penalties, giving shotgun equipped Assaults a nonlethal option for use at range, stunning organic targets if it hits them. Arc throwers will stun for two actions which is one turn on most enemies, and the cooldown of the arc thrower is two turns which will allow enemies a single turn of activity before you can re-attempt another stun. The center branch features multiple upgrades to the Arc Thrower, making an Assault more than capable of shutting down even the scariest of hostiles when you need it most.

Weapons

Primary: Rifles, SMGs, Shotguns.

Secondary: Arc Thrower

Abilities

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
Squaddie
Stun
*The Arc Thrower is effective anywhere in the soldier's sight range, doing no damage but stunning targets for their next turn if it hits. *Improved versions can extend the duration of the stun effect. *Requires one action and ends the soldier's turn when fired. *Can use every other turn. *Ineffective against mechanized units without additional soldier training.
Fire your Arc Thrower to incapacitate a target.
Run and Gun
*Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. *Run and Gun has a 4 turn cooldown.
Take an action after dashing.
Dedication
*Gain 2 mobility and ignore reaction fire for the rest of the turn. *Free action. *Dedication has a 4 turn cooldown.
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
Raider Disabler Breacher
Lance Corporal
Lance Corporal
Slug Shot
*Special shot for primary-weapon shotguns only: Fire a shot with no range penalties. *The shot will pierce 2 armor point(s). *The shot also gains +10 aim *Slug shot has a 2 turn cooldown. *Requires 1 ammo.
Special shot for primary-weapon shotguns only: Fire a shot that pierces 2 armor and has no range penalties. Uses 1 ammo. Has a 2 turn cooldown.
Stun Gunner
*The bonus starts at +20 and increases with better Arc Thrower technology, to a maximum of +30.
Your Arc Thrower now has a bonus to hit.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
Corporal
Corporal
Trench Gun
*Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. *Trench Gun has a 4 turn cooldown. *Requires 1 ammo. *Ability will not be available with other primary weapons. *The shot will not penetrate heavy cover, so this ability is best used in flanking situations. *Allies in the area of effect can take damage.
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown.
Arc Pulser
*The Arc Pulser is effective anywhere in the soldier's sight range. *Requires one action and ends the soldier's turn when fired. *Can use every other turn. *Damage to mechanical units increases as arc thrower technology improves. *Reduces enemy hack defense by 20.
Your Arc Thrower now damages mechanical enemies and reduces their defense against hacking attempts.
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.
Sergeant
Sergeant
Extra Conditioning
*Run and Gun cooldown is reduced by one turn.
Run and Gun cooldown is reduced by one turn.
Sparkstriker
* Has a 3 turn cooldown.
Fires a sparking blast from the arcthrower, dealing electrical damage and detonating carried explosives.
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.
Staff Sergeant
Staff Sergeant
Implacable
*The Fleche ability cannot be used after gaining a bonus move from Implacable.
If you score one or more kills on your turn, you are granted a single bonus move.
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.
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.
Tech Sergeant
Tech Sergeant
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.
Disabling Shot
*Stuns enemies for 2 actions if the shot hits (including if it grazes). *Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage. *Disabling Shot requires 1 ammo to use. *Disabling Shot has a 5 turn cooldown. *Only Avatars and Psi Zombies can not be stunned.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
Killer Instinct
*Activating Run and Gun grants +50% critical damage for the rest of the turn.
Activating Run and Gun grants +50% critical damage for the rest of the turn.
Gunnery Sergeant
Gunnery Sergeant
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Close Combat Specialist
*Will not trigger if soldier is concealed. *You may shoot at each enemy with this ability once per turn. *Each shot requires 2 ammo.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
Master Sergeant
Master Sergeant
Street Sweeper
*Medium-range, cone-based shotgun attack. *The spread pattern is blocked by heavy cover. *Uses one action and 2 ammo. *Street Sweeper has a 5 turn cooldown. *Does 3 bonus damage against unarmored targets within the spread pattern. *Cannot be used with non-shotgun weapons. *Allies can be injured by this attack.
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover.
Chain Lightning
*Chain Lightning chains from target to target in a sequence. Successive targets can be up to 5 tiles away from each other. *The attack will not chain to previous targets in the sequence. *The sequence of targets will be shown when you preview a target. A hit roll will be made against all targets in the sequence, even if you miss against a previous target. Cover bonuses are calculated from your position, not from the previous target. *Chain Lightning cannot be fired at robotic enemies, and it will not chain to them. *Requires one action and ends your turn. *Chain Lightning has a 4 turn cooldown. *Cannot be used from concealment.
A chaining arc thrower attack that stuns up to 5 targets.
Rapid Fire
*Rapid Fire has a 1 turn cooldown.
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.

XCOM Abilities

The assault in Ted Jam does not use the modern LWOTC xcom row system that delineates between offensive and defensive perks.

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
Electrocute
* Has a 3 turn cooldown.
Fire an Arcthower blast that deals electrical damage instead of incapacitating.
Like Lightning
*When Run and Gun is activated, your Arc Thrower cooldown is immediately removed. *Does not apply to Chain Lightning.
When Run and Gun is activated, your Arc Thrower cooldown is immediately reset to 0.
Survival Instinct
*The bonuses are lost if you are healed back to full health.
Gain 20 Defense and 20 Crit chance while injured.
Booster Shock
* Has a 2 turn cooldown. * Cleanses Immobilize on the target.
Fire the Arthrower at an ally to grant a bonus move action and temporary shadowstep.
Resilience
*Enemy attacks against you suffer a -30 penalty to critical hit chances.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
Shotgun Finesse
* Gain +10 crit and +3 mobility while equipped with a shotgun.
Gain additional Crit chance and Mobility while equipped with a shotgun.
Quick Zap
*Activate this ability to make your next arc thrower shot a free action. *Quick Zap has a 4 turn cooldown. *Applies to the abilities Stun, Arc Pulser and Chain Lightning.
Activate this ability to make your next arc thrower shot a free action. Has a 4 turn cooldown.
Parkour
* This soldier is able to climb walls. Note that windows cannot be climbed.
This soldier is able to climb walls.
Flush
* Flush has a 3 turn cooldown. * +30 bonus to aim. * Damage is reduced by 50% * Cannot crit or apply bonus ammo effects. * Cannot be used from concealment. * Target loses 10 defense and 30 dodge. The debuff lasts 1 turn and can stack. Requires the target to be hit to be affected.
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.
Fortify
* Activate to grant the soldier +20 defense until the beginning of the soldier's next turn. * This ability is a free action and has a 3-turn cooldown.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown.
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.
Lightfoot
* The extra mobility from Lightfoot can help you to get a flank or to reach the objective quickly, but be careful you don't get too far ahead of the rest of the squad. * The improved concealment stacks with improved concealment from other sources such as ECM.
Gain +3 Mobility. You are 20% harder to detect while concealed.
Lock 'N Load
*Kills with your primary weapon restore 1 ammo.
Kills with your primary weapon restore 1 ammo.
Slam Fire
* With the proper setup, you can trigger Slam Fire many times in a turn. Try removing enemies' cover, or using other abilities to boost your critical hit chance. * Activating Slam Fire does not cost an action. * Cannot be used after Run and Gun and other abilities that refund actions and disables them for the rest of the turn. * Equip your weapon with a Laser Sight and an Expanded Magazine or Autoloader to maximize Slam Fire's potential.
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.
Blend
* This is useful for escaping a dicey situation or getting another use out of Surprise. * The concealment will break at the start of the player's turn.
Immediately grants concealment that is automatically broken after 2 turns.
Extra Munitions
* The free grenade is not affected by Packmaster.
Grants 1 free explosive grenade item to your inventory.
Lone Wolf
*Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant. *Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
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.
Sixth Sense
* Area attacks include grenades and other explosives, but not MEC Micro Missiles. * Faceless claw sweep counts as multi-target attack and will not hit this soldier. * Purifier's Flamethrower is another example of area of effect attack that is not an explosive weapon.
You are immune to multi-target and area attacks.
Burial Shot
* Has a 2 turn Cooldown. * Ignores sustain effects, so Burial Shot is especially useful for putting down priests and raptor commandos.
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded.
Fearsome
* Perks like This One's Mine and Deadshot can help you get critical hits. * Critical hits with any of your weapons can trigger Fearsome.
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic.
Target Focus
*Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. *Unflankable enemies are ones that can't take cover, such as Drones, MECs and Berserkers.
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
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.
Booster Shock
* Has a 2 turn cooldown. * Cleanses Immobilize on the target.
Fire the Arthrower at an ally to grant a bonus move action and temporary shadowstep.
Phantom
*Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment. *If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
When the squad is revealed, this soldier remains concealed.
Mad Bomber
* The free grenade is chosen at the start of each mission. * Can get a frag, incendiary, gas, acid, or emp grenade.
Grants 2 random free grenade items to your inventory.
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.
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.
Iron Will
* Will reduces your chances of being disoriented, stunned, panicked, or knocked unconscious.
Increases Will by 20, and guarantees that you bleed out instead of die outright once per mission.
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.
Tis But A Scratch
* Tis But A Scratch - Reduces Wound Timers by 3 HP.
Reduces Wound Timers by 3 HP.
Arc Lance
* Has a 4 turn cooldown.
The soldier fires the Arcthrower in a straight line blast. The shot ignores line of sight and is unaffected by cover bonuses.
EM Glitch
* Has a 3 turn cooldown.
A special Arcthrower pulse causes a robotic foe to fight for you, albeit only briefly.
Ventilate
* Always hits, but cannot crit. * Costs 3 ammo. * 4 turn cooldown.
Fire a weapon blast that is guaranteed to hit and destroy the target's cover.
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).
Paramedic
*Gain a free medikit. Equipped medikits have 2 extra charges *Gain the ability to dash to an ally and use a medkit. This ability still costs 1 action and is non turn ending like a regular medkit.
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.
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.
Brawler
Take 35% less damage from any melee attack, or attacks from within 5 tiles.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Unlimited Power
*Works for all arc thrower abilities, including Chain Lightning.
Firing your arc thrower no longer ends your turn.
Rock Em Sock Em
* Grants a Heavy Weapon Slot if the soldier does not already have one. Additionally grants 1 Additional use of most heavy weapons that have charges Or grants the strike abiltiy with the punch glove equipped.
Grants a Heavy Weapon Slot if the soldier does not already have one. Additionally grants 1 Additional use of most heavy weapons that have charges Or grants the strike abiltiy with the punch glove equipped.
Purifier Gauntlet
Grants a wrist mounted flamethrower with sufficent fuel for two attacks.
Adrenaline
* Can activate up to 5 times per mission. * Does not activate when killing Lost. * Passive.
Each time you score a kill, you gain 1 Shield. Passive.
Zone of Control
*All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
Riot Control
You have one free smoke grenade and one free flashbang use on every mission.
You have one free smoke grenade and one free flashbang use on every mission.
Overkill
*Your ranged attacks deal +2 more damage to units at 50% HP or less.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
Breach
* 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.
Fire a shot that destroys cover and shreds armor in a small area, but deals reduced damage and can't get critical hits. Shotgun only.
Shadowstrike
*Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
Meld
* Meld cannot be used when flanked by nearby enemies. * Meld has a 4 Turn(s) cooldown.
Immediately enter concealment that lasts until the start of your next turn. Has a 4 Turn(s) cooldown.
Arc Welder
*Starts each battle with 2 charges that heal 4 HP. *Works for any friendly robotic unit, including SPARKs, resistance MECs and hacked ADVENT units.
You can use your arc thrower to heal friendly mechanical units.
Electroshock
*A miss with your Arc Thrower still disorients non-robotic targets.
Your Arc Thrower disorients the target when it misses.
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Fastball
* Has a 5-turn cooldown.
The next grenade you throw or launch this turn doesn't cost an action.
Anatomy
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
Bandolier
* Infantry can equip two different ammo items at the same time, but can only benefit from one at a time. If two ammo items are equipped the Infantry will gain a Swap Ammo ability that allows them to change the active ammo type. * Consider which ammo you should take on each mission. Infantry become much more powerful when equipped with an ammo type appropriate to the situation.
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.
That's Close Enough
*Will not trigger if soldier is concealed. *Only works on enemy turns. *This ability can trigger 1 time(s) per turn.
During enemy turns, fire your arc thrower at any visible enemy within 1 tile(s) that moves or fires. Shares cooldown with the arc thrower's Stun ability.
Total Combat
*Total Combat adds even more flexibility to the Skirmisher's turns, allowing actions to be taken exactly when needed. *Removes the cooldown for grenades. *Grants both Bombard and Volatile Mix, hence it does not stack with either of them.
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.


Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 1 0 1 0 1 0 1
Aim
Aim
2 2 2 2 2 2 2 2
Will
Will
5 5 0 0 0 0 0 0
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
2 4 6 8 10 12 14 16
Will
Will
5 10 10 10 10 10 10 10

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