Heavy (TJ): Difference between revisions
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[[ | [[Ted Jam|Back To Main Page]]{{Toc_(LWOTC)|40}}[[File: TJ class Heavy.png|center|frameless|96px|Heavy|link=]]<div style="text-align: center;">'''''---'''''</div> | ||
== Class Overview == | == Class Overview == | ||
The Heavy is a front line specialist that excels in attrition fights with sustained cannon fire. If time is of the essence, you can count on their rocket launcher to turn the tide quickly. | |||
=== Weapons === | === Weapons === | ||
| Line 13: | Line 13: | ||
== Abilities == | == Abilities == | ||
{{Class Tree ( | {{Class Tree (LWOTC4) | ||
|Squaddie1={{Suppression (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Squaddie1={{Suppression (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Squaddie2={{Rocket Launcher (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Squaddie2={{Rocket Launcher (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Squaddie3={{Blast Off (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Squaddie3={{Blast Off (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Squaddie4={{Grazing Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |||
|Subclass1=No Retreat | |Subclass1=No Retreat | ||
|SubclassM=Loose Cannon | |SubclassM=Loose Cannon | ||
| Line 23: | Line 24: | ||
|LCorporal2={{Ever Vigilant (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |LCorporal2={{Ever Vigilant (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|LCorporal3={{Concussion Rocket (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |LCorporal3={{Concussion Rocket (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Corporal1={{HEAT | |Corporal1={{HEAT Ammo (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Corporal2={{Holo Targeting (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Corporal2={{Holo Targeting (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Corporal3={{Biggest Booms (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Corporal3={{Biggest Booms (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
| Line 29: | Line 30: | ||
|Sergeant2={{Jingoistic (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Sergeant2={{Jingoistic (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Sergeant3={{Fire in the Hole (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Sergeant3={{Fire in the Hole (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|StaffSgt1={{ | |StaffSgt1={{Fortify (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|StaffSgt2={{Blinding Fire (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |StaffSgt2={{Blinding Fire (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|StaffSgt3={{Javelin Rockets (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |StaffSgt3={{Javelin Rockets (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
| Line 44: | Line 45: | ||
=== XCOM Abilities === | === XCOM Abilities === | ||
{{XCOM Tree (LWOTC) | {{XCOM Tree V3 (LWOTC) | ||
|Tier1A={{ | |Tier1A={{Flush (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1B={{ | |Tier1B={{Scout (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1C={{ | |Tier1C={{Corpsman (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1D={{ | |Tier1D={{Will To Survive (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1E={{ | |Tier1E={{Sunomata (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1F={{ | |Tier1F={{Parkour (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1G={{ | |Tier1G={{Battlespace (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1H={{ | |Tier1H={{Tear Down (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1I={{ | |Tier1I= | ||
| | |Tier2A={{Steady Hands (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2B={{Target Focus (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2C={{Lockdown (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2D={{Predator (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2E={{Damn Good Ground (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2F={{Dedication (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2G={{Tank (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2H={{Maim (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 }} | ||
| | |Tier3A={{Demolition (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3B={{Low Profile (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3C={{Danger Zone (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3D={{Aggression (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 }} | ||
| | |Tier3F={{Formidable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3G={{Controlled Fire (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3H={{Return Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3I= | ||
| | |Tier4A={{Bring 'Em On (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4B={{Center Mass (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4C={{Mayhem (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4D={{Locked On (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4E={{Deadeye (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4F={{Executioner (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4G={{Barrage (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4H={{Tandem HEAT Warheads (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4I= | ||
| | |Tier5A={{Avenger (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5B={{Lock N Load (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5C={{Cool Under Pressure (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5D={{Disabling Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5E={{Needle Grenades (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5F={{Untouchable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5G={{Fend Off (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5H={{Implacable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier5I= | |||
| | |Tier6A={{Hunter's Instincts (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier6B={{Shadowstrike (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier6C={{Focus (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier6D={{Covering Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier6E={{Kill Zone (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier6F={{Run and Gun (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier6G= | |||
|Tier6H= | |||
|Tier6I= | |||
|Tier7A={{Rapid Reaction (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7B={{Rupture (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7C={{Rocketeer (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7D={{Heavy Hitter (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7E={{Saturation Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7F={{Fearsome (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7G= | |||
|Tier7H= | |||
|Tier7I= | |||
}} | }} | ||
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[[Category:TedJam]] | [[Category:TedJam]] | ||
[[Category:Soldiers ( | [[Category:Soldiers (TJ)]] | ||
Latest revision as of 10:27, 21 December 2025

---
Class Overview
The Heavy is a front line specialist that excels in attrition fights with sustained cannon fire. If time is of the essence, you can count on their rocket launcher to turn the tide quickly.
Weapons
Primary: Cannons
Secondary: Rocket Launchers
Abilities
Mouse-over
for more information.
| Rank | Ability | |||||
Squaddie |
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression. |
Fire a rocket at a target area. Damages enemies, shreds armor, and destroys terrain. | ||||
|---|---|---|---|---|---|---|
Your rockets are a bit more accurate. |
Missed attacks have an additional roll to become a graze. | |||||
| No Retreat | Loose Cannon | Munitions | ||||
Lance Corporal |
Fire a barrage that pins down multiple targets within a 4-tile radius, granting reaction fire against anyone that moves, and imposing a -25 penalty to all targets' aim until suppression is removed. Cannot be used when concealed. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Fire a special rocket that does 2 damage but has a chance to stun or disorient organic enemies within its area of effect. | |||
Corporal |
Confers +50% damage against robotic enemies. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage). | |||
Sergeant |
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action. |
It's time for war. This soldier is granted a grenade slot as well as a heavy weapon slot, regardless of armor worn. |
Your rockets are more accurate. | |||
Staff Sergeant |
Whenever you enter overwatch or use suppression, you gain 20 Defense until the start of your next turn. |
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. |
The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range. | |||
Tech Sergeant |
Gain +1 damage to your primary weapon attacks for each turn that you do not move. Passive. |
Your Suppression and Area Suppression abilities also disorient the primary target. |
Fire a special rocket that destroys buildings and other objects in the environment. | |||
Gunnery Sergeant |
Suppression abilities additional disables enemy weapons. They will need to reload before they can fire. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. | |||
Master Sergeant |
Fire with your primary weapon until out of ammo or the target is dead. Shots cannot critically hit and each shot deals less damage than a standard shot. |
The radius of your grenades and rockets is increased by 2, and the radius of your Breach ability is increased by 1. |
Gain one bonus use on all your grenades and equipped rockets. Also, get one extra Frag Grenade in addition to your equipped grenades. | |||
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. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Unleash a volley of bullets at your target's cover, significantly damaging or destroying it. Deals no damage to your target. |
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. |
Once per turn, take a reaction shot with your assault rifle at a visible enemy that has taken an offensive action. The reaction shot ignores cover bonuses. |
Ranged attacks against flanked enemies deal +2 damage. |
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots. |
Grants 1 free battle scanner item to your inventory. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Makes partial cover count as full. |
You do one additional point of base damage when using guns. |
Kills with your primary weapon restore 1 ammo. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
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. |
Grants a free Medikit. |
Gain +20 to hit against enemies who attempt to move when suppressed. |
Area Suppression suppresses enemies in a 5-tile radius. |
Gain 25% bonus damage against enemies who attempt to move when suppressed. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Your first reaction shot each turn is guaranteed to hit. |
Your rocket launcher or heavy weapon gains a bonus use. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Gain +20 aim and +10 crit for successive shots at the same enemy unit. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses. |
All your attacks deal +2 damage. |
Build a castle in a turn. You gain a single point of armor, plus the Entrench ability. This ability replaces Hunker Down and allows you to remain in a hunkered down state until you move." |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Reduces Wound Timers by 3 HP. |
Take a shot with a small aim penalty for a significant damage boost. |
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. |
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. |
This soldier is able to climb walls. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Take an action after dashing. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn. |
You gain additional Armor points based on your equipped armor. |
Additional shots fired from Area Suppression no longer cost ammo. |
Attack all targets in a straight line and damage or destroy cover. |
Enter a special overwatch which grants up to 3 reaction shots and the Covering Fire ability. 5 turn cooldown. |
||
As a free action, detonate an environmental explosive with a well placed shot. |
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown. |
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses. |
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. |
If you score one or more kills on your turn, you are granted a single bonus move. |
||
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. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
2 | 2 | 2 | 3 | 2 | 2 | 3 | 2 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
2 | 4 | 6 | 9 | 11 | 13 | 16 | 18 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |