Scrapper (TJ): Difference between revisions
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|Subclass2=Brawler | |Subclass2=Brawler | ||
|LCorporal1={{Eat This (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |LCorporal1={{Eat This (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|LCorporal2={{ | |LCorporal2={{Junkyard IEDs (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|LCorporal3={{Shank Redemption (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |LCorporal3={{Shank Redemption (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Corporal1={{Fearsome (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Corporal1={{Fearsome (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
| Line 28: | Line 28: | ||
|Corporal3={{Whirlwind (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Corporal3={{Whirlwind (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Sergeant1={{Implacable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Sergeant1={{Implacable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Sergeant2={{ | |Sergeant2={{Maniacal Laughter (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Sergeant3={{Bloody Knuckles (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Sergeant3={{Bloody Knuckles (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|StaffSgt1={{Disabling Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |StaffSgt1={{Disabling Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|StaffSgt2={{ | |StaffSgt2={{Demolition Duty (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|StaffSgt3={{Concentration (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |StaffSgt3={{Concentration (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|TechSgt1={{Marauder (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |TechSgt1={{Marauder (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|TechSgt2={{ | |TechSgt2={{Corrosive Scraps (TJ) | 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={{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|GunSgt1={{Coup de Grace (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |GunSgt1={{Coup de Grace (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
| Line 40: | Line 40: | ||
|GunSgt3={{Untouchable (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 }} | ||
|MSgt1={{Thousands To Go (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |MSgt1={{Thousands To Go (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|MSgt2={{ | |MSgt2={{Flammable Materials (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|MSgt3={{ | |MSgt3={{Madmans Rampage (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
}} | }} | ||
| Line 146: | Line 146: | ||
| 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=" | | 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 187: | Line 187: | ||
| style="border-color: #7dc2d2; border-width: 1px 1px 2px 1px;" | 2 | | style="border-color: #7dc2d2; border-width: 1px 1px 2px 1px;" | 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:80%;"rowspan=" | | style="border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;"rowspan="4"; | Total | ||
| style="border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Health.png|36px|Health|link=]]<br/>Health | | style="border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Health.png|36px|Health|link=]]<br/>Health | ||
| style="border-color: #7dc2d2; background-color: #232428;" | 0 | | style="border-color: #7dc2d2; background-color: #232428;" | 0 | ||
Latest revision as of 02:55, 19 December 2025

In close quarters combat, they're second to none.
Class Overview
The Scrapper is a close-quarters combat specialist. Its signature ability, Bull Rush, can stun an enemy unit from anywhere in dash range. The Thug follows up with powerful shotgun attacks with Close and Personal and Hit and Run, while the Brawler prefers to finish foes off with the combat knife with Bare Knuckle.
Weapons
Primary: Shotguns, SMGs, Assault Rifles,
Secondary: Combat Knives
Abilities
Mouse-over
for more information.
| Rank | Ability | |||||
Squaddie |
Dash to an Organic enemy unit and shank them in the kidneys. Stuns for 2 Actions. |
The next grenade you throw or launch this turn doesn't cost an action. | ||||
|---|---|---|---|---|---|---|
You may make a melee attack with your knife against adjacent enemies. |
This unit gains a Grenade Slot. Additionally the cooldown of hand thrown grenades is removed. | |||||
| Thug | Lunatic | Brawler | ||||
Lance Corporal |
You gain bonus Aim and Crit on attacks against adjacent targets. The bonus decreases with range. |
"Adds 3 Frag Grenades to your inventory. |
The first time you use Knife Fighter each turn will refund one standard action point. Does not apply to any other knife skills. | |||
Corporal |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies. |
If you hit with a melee attack during your turn, gain a bonus move. | |||
Sergeant |
If you score one or more kills on your turn, you are granted a single bonus move. |
This unit gains the Slugger and Watch Them Run perks. |
Gain +3 damage with all melee attacks. | |||
Staff Sergeant |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
This unit gains the Sapper, Combat Engineer, Teardown, Saboteur perks. |
Your grazing attacks are automatically upgraded to normal hits. | |||
Tech Sergeant |
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. |
Adds 3 Acid Grenades to your inventory. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. | |||
Gunnery Sergeant |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
Your first reaction shot each turn is guaranteed to hit. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. | |||
Master Sergeant |
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive. |
Adds 3 Incendiary Grenades to your inventory. |
The perk Kidney Shank has its cooldown reduced by 2. | |||
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 |
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. |
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. |
If you get at least one kill during your turn, automatically Hunker Down at the end of it. |
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage). |
Gain 20 Defense and 20 Crit chance while injured. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. |
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 one free smoke grenade item to your inventory. |
Grants 1 free explosive grenade item to your inventory. |
You have one free smoke grenade and one free flashbang use on every mission. |
When an ally attacks a foe adjacent to the soldier, follows up with a melee reaction attack. |
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge. |
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded. |
Move to and slice a target. Uses one action and doesn't end the turn but can only be used once per turn. Has a 4 turn cooldown that can be reset by using other knife perks. |
Grants 1 free flashbang item to your inventory. |
Explosive grenades and any damage over time effects inflicted by grenades do one additional damage. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Your grenades now pierce up to 2 point(s) of armor, shred 0 additional point(s) of armor, and do full damage to units to the maximum extent of their area of effect. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
Grants 2 random free grenade items to your inventory. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Heal an adjacent robot, based on the critical damage of your knife. |
When the squad is revealed, this soldier remains concealed. |
Take a shot with a small aim penalty for a significant damage boost. |
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses. |
Your damaging grenades and gauntlet rockets decrease enemy defense by 15 and dodge by 20 for 1 turn. |
The radius of your grenades and rockets is increased by 2, and the radius of your Breach ability is increased by 1. |
Grants 1 free battle scanner item to your inventory. |
You may throw or launch grenades two additional tiles. |
Reduces Wound Timers by 3 HP. |
Confers +50% damage against robotic enemies. |
You are immune to multi-target and area attacks. |
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. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Heal an adjacent ally based on critical damage of your knife. |
Makes partial cover count as full. |
All melee attacks deal +1 extra damage and have +10 Aim. |
Gain +20 aim and +10 crit for successive shots at the same enemy unit. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Take an action after dashing. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Take 35% less damage from any melee attack, or attacks from within 5 tiles. |
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. |
Your grenades and gauntlet rockets decrease enemy aim by 10 and critical chance by 15 for 1 turn(s). |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses. |
Gain additional Crit chance and Mobility while equipped with a shotgun. |
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown. |
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target. |
Your flashbang grenades have a 50% chance to stun enemies. |
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. |
You can't be critically hit. |
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Your Dodge is increased by 20 and you are immune to poison. |
Your grenades' area of effect is increased by one tile. |
|||
Healing received is increased by 50%. |
Grants +15 bonus aim against targets that cannot take cover. |
|||||
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
||||||
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
4 | 2 | 2 | 2 | 2 | 2 | 1 | 1 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
Dodge |
3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | |
| Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
4 | 6 | 8 | 10 | 12 | 14 | 15 | 16 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |
Dodge |
3 | 6 | 9 | 12 | 14 | 16 | 18 | 20 | |