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[[TedJam|Back To Main Page]]{{Toc_(LWOTC)|40}}[[File: TJ class Dragoon.png|center|frameless|96px|Combat Engineer|link=]]<div style="text-align: center;">'''''The primary defensive class, the Dragoon's signature GREMLIN ability Shield Protocol grants allies damage-absorbing energy shields.'''''</div>
[[Ted Jam|Back To Main Page]]{{Toc_(LWOTC)|40}}[[File: TJ class Dragoon.png|center|frameless|96px|Dragoon|link=]]<div style="text-align: center;">'''''The Dragoon is a Heavy Support Class that can bring heavy weapons and energy shields to the front lines. They excel at protecting and supporting the rest of the squad.'''''</div>


== Class Overview ==
== Class Overview ==
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=== Weapons ===
=== Weapons ===


'''Primary''': [[Weapons_(LWOTC)#Cannons|Cannons]][[Weapons_(LWOTC)#SMGs|SMGs]][[Weapons_(LWOTC)#Assault_Rifles|Assault Rifles]]
'''Primary''': [[Weapons_(LWOTC)#Cannons|Cannons]], [[Weapons_(LWOTC)#SMGs|SMGs]], [[Weapons_(LWOTC)#Assault_Rifles|Assault Rifles]]


'''Secondary''': [[Weapons_(LWOTC)#Gremlins|Gremlin]][[Weapons_(LWOTC)#Heavy_Weapons|Heavy Weapons]]
'''Secondary''': [[Weapons_(LWOTC)#Gremlins|Gremlin]]


== Abilities ==
== Abilities ==


{{Class Tree (LW2)
{{Class Tree (LWOTC4)
|Squaddie1={{Intrusion Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie1={{Hack (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie2={{Haywire Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie2={{Haywire Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie3={{Shield Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie3={{Tank (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie4={{Shield Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Subclass1=Paladin
|Subclass1=Paladin
|SubclassM=Reinforcer
|SubclassM=Reinforcer
|Subclass2=Ghost
|Subclass2=Ghost
|LCorporal1={{Tank (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal1={{Holo Targeting (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal2={{Blinding Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal2={{Blinding Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal3={{Failsafe (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal3={{Advanced Intrusion (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal1={{Adrenaline (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal1={{Suppressing Fire (Z) (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal2={{Restoration Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal2={{Renewal Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal3={{Phantom (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal3={{Shield Battery (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant1={{Blinding Fire (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant1={{Enhanced Overlays (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant2={{Shield Battery (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant2={{Aegis (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant3={{Trojan (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant3={{Phalanx Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt1={{Sensor Overlays (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt1={{Chain Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt2={{Inspiration (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt2={{Full Override (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt3={{ECM (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt3={{Containment Field (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt1={{Winter Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt1={{Shredder (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt2={{Phalanx Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt2={{Stealth Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt3={{Stealth Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt3={{Heavy Weapon Expert (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt1={{Rocketeer (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt1={{Rupture (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt2={{Aegis (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt2={{Supercharge (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt3={{Puppeteer (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt3={{Rainmaker (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt1={{Stasis Field (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt1={{Stasis Field (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt2={{Supercharge (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt2={{Puppeteer (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt3={{Full Override (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt3={{Heavy Hitter (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
}}
}}


=== XCOM Abilities ===
=== XCOM Abilities ===
{{XCOM Tree (LWOTC)
{{XCOM Tree V3 (LWOTC)
|Tier1A={{Revival Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1A={{Needle Grenades (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1B={{Maim (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1B={{Priority Target (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1C={{Shield Surge (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1C={{Combat Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1D={{Entrench (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1D={{Battlespace (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1E={{Smoker (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1E={{Scanning Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1F={{Flashbanger (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1F=
|Tier1G={{Stalker (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1G=
|Tier1H={{Damn Good Ground (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1H=
|Tier1I={{Suppression (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1I=
|Tier1J={{Extra Munitions (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2A={{Cover Me (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1K={{Needle Grenades (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2B={{Damn Good Ground (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1L={{Aid Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2C={{Blinding Fire (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1M={{Combat Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2D={{Medical Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1N={{Scanning Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2E={{Formidable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2A={{Lone Wolf (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2B={{Burst Fire (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2C={{Holo Targeting (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2D={{Ever Vigilant (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2E={{Demolition (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2F={{Resupply (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2F={{Resupply (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2G={{Iron Curtain (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2G={{Aid Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2H={{Center Mass (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2H=
|Tier2I={{Pyromaniac (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2I=
|Tier2J={{Salvo (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3A={{Revival Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2K={{Medical Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3B={{Improved Suppression (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2L={{Tandem Warheads (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2M={{Steadfast (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2N={{Formidable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3A={{Rupture (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3B={{Airdrop (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3C={{Rescue Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3C={{Rescue Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3D={{Traverse Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3D={{Shield Surge (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3E={{Chain Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3E={{Iron Curtain (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3F={{Shredder (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3F={{Combat Scanner (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3G={{Unload (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3G=
|Tier3H={{Botnet (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3H=
|Tier3I={{Containment Field (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3I=
|Tier3J={{Rapid Shielding (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4A={{Interrogator (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3K={{Shadowstrike (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4B={{Steadfast (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3L={{Evasive (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4C={{Detonation Shot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3M={{Bull Rush (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4D={{Toxic Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3N={{Lock N Load (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4E={{Center Mass (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4A={{Scouting Report (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4F={{Rapid Shielding (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4B={{Run and Gun (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4G=
|Tier4C={{Conceal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4H=
|Tier4D={{First Strike (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4I=
|Tier4E={{Saturation Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5A={{Emergency Containment (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4F={{Restoration (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5B={{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4G={{Capacitor Discharge (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5C={{Bandolier (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5D={{Predator (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5E={{Restoration (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5F={{Aggression (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5G={{Airdrop (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5H=
|Tier5I=
|Tier6A={{Hail of Bullets (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6B={{Burial Shot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6C={{Hunter's Instincts (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6D={{Traverse Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6E={{Capacitor Discharge (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6F={{Precision Shot (LWOTC) | 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={{Packmaster (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7B={{Winter Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7C={{Hit and Run (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7D={{Saturation Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7E={{Scouting Report (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7F={{Total Combat (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7G={{A Certain Scientific Railgun (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7H=
|Tier7I=
}}
}}




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| style="border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;" | {{ Rank (LW2) | 7 }}
| style="border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;" | {{ Rank (LW2) | 7 }}
|-style="font-size:150%; font-weight:bold;"
|-style="font-size:150%; font-weight:bold;"
| style="border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;"rowspan="3"; | Per Level
| style="border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;"rowspan="4"; | Per Level
| style="border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Health.png|36px|Health|link=]]<br/>Health
| style="border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Health.png|36px|Health|link=]]<br/>Health
| style="border-color: #7dc2d2;" | 0
| style="border-color: #7dc2d2;" | 0
Line 123: Line 139:
|-style="font-size:150%; font-weight:bold;"
|-style="font-size:150%; font-weight:bold;"
| style="border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Aim.png|36px|Aim|link=]]<br/>Aim
| style="border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Aim.png|36px|Aim|link=]]<br/>Aim
| style="border-color: #7dc2d2;" | 4
| style="border-color: #7dc2d2;" | 2
| style="border-color: #7dc2d2;" | 2
| style="border-color: #7dc2d2;" | 2
| style="border-color: #7dc2d2;" | 2
Line 128: Line 145:
| style="border-color: #7dc2d2;" | 2
| style="border-color: #7dc2d2;" | 2
| style="border-color: #7dc2d2;" | 2
| style="border-color: #7dc2d2;" | 2
| style="border-color: #7dc2d2;" | 2
| style="border-color: #7dc2d2;" | 1
| style="border-color: #7dc2d2;" | 2
| style="border-color: #7dc2d2;" | 1
| style="border-color: #7dc2d2;" | 2
|-style="font-size:150%; font-weight:bold;"
|-style="font-size:150%; font-weight:bold;"
| style="border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;" | [[File:LW2_Will.png|36px|Will|link=]]<br/>Will
| style="border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Will.png|36px|Will|link=]]<br/>Will
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 4
| style="border-color: #7dc2d2; border-width: | 4
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 4
| style="border-color: #7dc2d2; border-width: | 4
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
| style="border-color: #7dc2d2; border-width: | 0
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
| style="border-color: #7dc2d2; border-width: | 0
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
| style="border-color: #7dc2d2; border-width: | 0
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
| style="border-color: #7dc2d2; border-width: | 0
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
| style="border-color: #7dc2d2; border-width: | 0
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
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Latest revision as of 06:44, 16 December 2025

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Long War of the Chosen Main Page
Dragoon
Dragoon
The Dragoon is a Heavy Support Class that can bring heavy weapons and energy shields to the front lines. They excel at protecting and supporting the rest of the squad.

Class Overview

The primary defensive class, the Dragoon's signature GREMLIN ability Shield Protocol grants allies damage-absorbing energy shields. Build a Paladin to stand in the front lines absorbing damage with Tank and blowing away cover with a cannon Barrage, or create a Ghost to go undetected with Covert and cloak allies with Stealth Protocol.

Weapons

Primary: Cannons, SMGs, Assault Rifles

Secondary: Gremlin

Abilities

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

Rank Ability
Squaddie
Squaddie
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.
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.
Tank
* A Dragoon with Tank and an EXO or WAR suit can absorb truly ridiculous amounts of damage, especially if combined with a Plated Vest or Reinforced Vest. * The shield from Shield Protocol doesn't benefit from armor directly, but any excess damage that isn't absorbed by the shield will be reduced by armor. Armor can completely protect against small amounts of damage as long as at least one point gets blocked by the shield. * Light and medium armors provide one extra point of Armor, while heavy armor provides two extra points of Armor.
You gain additional Armor points based on your equipped armor.
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.
Paladin Reinforcer Ghost
Lance Corporal
Lance Corporal
Holo Targeting
*Directed primary weapon-specific abilities will grant Holo Targeting. *Any abilities that target multiple units will not grant Holo Targeting.
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target.
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).
Advanced Intrusion
* Failsafe: If you fail a hack, you prevent any negative effects from occurring. * Trojan: Enemy units affected by Haywire Protocol take damage and lose their actions on the turn the hack effect ends.
Gain Failsafe and Trojan, negating the effects of failed hacks, and improving Haywire Protocol to damage and consume the target's actions when it ends.
Corporal
Corporal
Suppressing Fire (Z)
* Fire at the target, and suppress the target afterwards with sustained fire.
Provides suppressing fire, also includes the Suppression ability if the soldier does not already possess that ability.
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.
Shield Battery
* Grants 2 additional Shield Protocol charges.
Grants 2 additional uses of Shield Protocol.
Sergeant
Sergeant
Enhanced Overlays
* Improved critical chance applies to units this soldier can see.
Provides the ECM and Sensor Overlays abilities, providing reduced detection radius and improved critical chance to the entire squad.
Aegis
* The reduction applies to all damage taken while the shield is active, not just damage absorbed by the shield.
Shield Protocol also reduces all incoming damage by 33%.
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.
Staff Sergeant
Staff Sergeant
Chain Shot
* Chain Shot requires 2 ammo points. * Chain Shot has a 3 turn cooldown. * Chain Shot has a -10 aim penalty. * Chain Shot can be devastating against non-cover enemies, or when augmented with aim bonuses.
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically.
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.
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.
Tech Sergeant
Tech Sergeant
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.
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.
Heavy Weapon Expert
* Provides the Rocketeer and Salvo Abilities.
Provides a single use shredder gun and the Salvo ability.
Gunnery Sergeant
Gunnery Sergeant
Rupture
*Rupture requires 3 ammo points. *Rupture has a 4 turn cooldown. *Ruptured targets take 3 additional damage from every attack.
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.
Supercharge
* GREMLIN abilities include Shield Protocol, Renewal Protocol, and Stealth Protocol.
All GREMLIN abilities gain an additional charge.
Rainmaker
*Rainmaker adds +2 damage to all heavy weapons. *Heavy weapons with circular areas of effect have their radius increased by +2. *Heavy weapons with conic areas of effect have their diameter increased by +2 and length increased by +2.
Equipped heavy weapons deal +2 damage and have increased area of effect.
Master Sergeant
Master Sergeant
Stasis Field
* Stasis Field affects both allied and enemy units. * Can be used once per mission. * Radius is 4 tiles.
Puts the Dragoon and all nearby units into stasis for one turn. Units in stasis cannot act and are immune to damage. Can be used once per mission.
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.
Heavy Hitter
* Heavy Hitter also increases the damage from burning, poison, or acid caused by your attacks by 1.
All your attacks deal +2 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
Needle Grenades
*You have received extra training that enables you to employ explosive grenades that deploy specialized slivers that leave enemy loot and corpse intact and tears through unreinforced material. *Loot and corpses of enemies killed by any other explosives of this soldier, such as heavy weapons, are also preserved.
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored 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.
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.
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.
Emergency Containment
* Beware that a sustained soldier may retain damaging status effects like poison or burning after emerging from Stasis.
If the soldier takes enough damage to be killed, they are immediately put in Stasis for 1 turn and their health is only reduced to 1 HP. This can only happen once per mission.
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.
Packmaster
*Grants +1 charge to every utility item equipped. *Applies to the grenade slot as well as the standard utility slots, but not other slots. *Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.
Grants +1 charge to every utility item and grenade equipped.
Priority Target
* If multiple enemies are equally distant, you get the bonus against all of them. * Priority Target doesn't affect melee attacks.
You get + 10 Aim and +10 Crit chance on ranged attacks against the closest visible enemy.
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.
Improved Suppression
* Disoriented units have reduced Aim and Mobility, and can't use most special abilities. * The disorientation is applied when you activate suppression. * This ability will disorient any unit (including robotic enemies) unless the unit is specifically immune to disorientation. * Having the suppression broken won't remove the disorientation early.
Your Suppression and Area Suppression abilities also disorient the primary target.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
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.
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.
Winter Protocol
* Has 2 uses per battle.
Send the GREMLIN to deliver a cryogenic explosive. Deals cold damage and inflicts bitterfrost.
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.
Blinding Fire
* The cone is 9 tiles long and 6 tiles wide. * Costs 2 ammo. * Has a 4 turn cooldown. * The aim penalty is applied to the targets even if the attack misses them.
Fire at enemies in a cone. This attack is inaccurate, having a -15 aim penalty, but also reduces the aim of all targets by -15.
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.
Detonation Shot
* Costs 2 ammo. * Has a 4 turn cooldown.
Fire a shot that detonates explosives carried by the enemy.
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.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
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.
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.
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.
Shield Surge
* The Armor lasts until the start of your next turn.
Shield Protocol now also grants the target 3 Armor for one turn.
Toxic Protocol
* Has a 4 turn cooldown.
Send the GREMLIN to an enemy to spray poison at them, poisoning and dealing guaranteed damage. Requires line of sight to the target.
Predator
*Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Traverse Fire
*After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
Saturation Fire
*Saturation Fire requires 4 ammo points. *Saturation Fire has a 7 turn cooldown. *Saturation Fire will take a standard shot at every enemy in the cone, and will damage or destroy random cover elements in the cone.
Fire a cone shaped barrage of bullets at every enemy in an area. In addition, the cover of those enemies can be damaged or destroyed. Uses a lot of ammunition.
Scanning Protocol
*Scanning Protocol has 2 initial charges. *Scanning Protocol gains bonus charges with improved Gremlins. *In addition to hidden and disguised enemies, enemies blocked from line of sight by walls or obstructions will also be revealed by Scanning Protocol. *Scanning Protocol is a free action. *If the Specialist is employed as Haven Advisor Scanning Protocol will reduce the chance of recruiting Faceless rebels by 40% (stacking cumulatively with other similar abilities).
The GREMLIN can trigger an instant scan of the area, increasing the Specialist's sight radius substantially for one turn, and revealing any hidden or disguised enemies in view. Free Action.
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.
Iron Curtain
*If this cone-based attack hits, Iron Curtain does 50% of normal damage and imposes -8 mobility to the enemy for 2 turn(s). *Iron Curtain has a 3 turn cooldown. *Uses 3 ammo. *Can be used after moving. *Iron Curtain does not work with shotguns or sniper rifles. *Allies in the cone can be hit by this ability.
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.
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.
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.
Scouting Report
* Collect 1 intelligence each turn. Intelligence adds 1 offense and defense to all allies (max 5). * 'Decisive Action' - Spend 5 intelligence to fully restore one ally's action points up to 2
Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability.
Resupply
* Has 2 charges.
Refill the primary weapon ammo of all allies.
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.
Rapid Shielding
* Shield Protocol no longer costs an action to use.
Shield Protocol no longer costs an action to use.
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.
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.
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.
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.
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.
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.
A Certain Scientific Railgun
* Grants a single use wrist mounted electrical railgun. It fires a narrow but devastating beam.
Grants a single use wrist mounted electrical railgun. It fires a narrow but devastating beam.


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
4 2 2 2 2 2 1 1
Will
Will
4 4 0 0 0 0 0 0
Hacking
Hacking
40 5 5 5 5 5 5 5
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
4 6 8 10 12 14 15 16
Will
Will
4 8 8 8 8 8 8 8
Hacking
Hacking
40 45 50 55 60 65 70 75

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