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Latest revision as of 19:33, 3 January 2026

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Long War of the Chosen Main Page
Reaper
Reaper
The Reaper specializes in striking from the shadows.

Class Overview

The Reapers are a mix of a scout and marksman that can safely find any dangers ahead while potentially striking their targets from the shadows. Their most unique and defining ability is Shadow, an advanced form of concealment that has next to no detection range but only lasts for 2-turns and will be revealed by nearly all actions although they can repeatedly enter back in Shadow after 4-turns. This is reworked from the base game where it has similar detection range but was permanent until revealed with actions only have a 50% chance to reveal on the first check and only one extra use. Their Tracking ability along with Shadow allows them to become very effective scouts that can safely seek any dangers ahead for their allies with next to no risk. Their new secondary weapon, Throwing knives which has replaced claymores from the base game, serve as an effective close range option that deals light damage but can potentially deal more when critting and will never reveal when in Shadow. Their primary weapon, the Vektor Rifle, is a light sniper rifle that can fire at long range and is more accurate but deals less damage that is made up if they can score a crit against their targets. Combined with their ability of Squadsight, they act as a similar role to the standard Sharpshooters but trade damage for more flexibility.

"Marksman" type Reaper can specialize in their marksmanship, primarily utilizing the Vektor Rifle to provide fire support from afar or snipe down enemies' flanks at high effectiveness.

"Partisan" type Reaper can focus on their stealth and throwing knives, going deep into enemy lines and striking from Shadow with great effect.

"Prepper" type Reaper shift their marksmanship in a different direction, entering enemy flanks while hidden in shadow to prepare a shot dealing highly critical damage.

Weapons

Primary: Vektor Rifles

Secondary: Throwing Knives

Abilities

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

Rank Ability
Squaddie
Squaddie
Shadow
* Shadow reduces detection ranges to just a few tiles at most. * Reaper has increased mobility while in Shadow. * Entering Shadow is a free action and has a 4 turn cooldown. * Shadow also provides the Infiltration perk, which prevents the Reaper from being detected by ADVENT Security Towers.
Grants the soldier Shadow, an advanced form of concealment that lasts for 2 turns.
Tracking
*Tracking allows the unit to detect units that are behind walls and other line-of-sight blockers. *Tracking detects enemies up to 14 tiles. *Detected units will appear as a visual outline. *Units will remain detected until the end of the player's turn. If they are outside Tracking's range at that point, they will count as no longer detected.
You detect nearby units even without line of sight.
Squadsight
*Squadsight is best augmented by high ground, allowing soldiers relatively clear sight lines and an additional aim bonus to offset Squadsight's aim penalty. *When using Squadsight, there is no limit on how far your targets can be, but an aim penalty accumulates with distance. *Overwatch shots do not use squadsight by default.
You can target enemies within squadmates' sight, provided there is line of sight to the target.
Pipe Bombs
* Your damaging grenades inflict bleeding, dealing 1 damage per turn for 3 turn(s).
Your damaging grenades inflict bleeding, dealing 1 damage per turn for 3 turn(s).
Marksman Partisan Prepper
Lance Corporal
Lance Corporal
Shadow Grenadier
* Allows the soldier to throw or launch grenades without breaking Shadow. * Adds a grenade pocket. * Removes the cooldown for grenades.
Throwing or launching grenades no longer ends the turn or breaks Shadow 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.
Knife Juggler
*Adds +1 bonus damage to throwing knives. *Adds 1 additional charges for throwing knives. *Each kill with a primary weapon grants a knife charge.
Adds +1 bonus damage to throwing knives and provides 1 additional throwing knives. Each kill with a primary weapon grants a knife charge.
Concentration
*Attacks that would normally graze their target are automatically upgraded to normal hits. *Applies to primary weapons, secondary weapons, and pistols.
Your grazing attacks are automatically upgraded to normal hits.
Corporal
Corporal
Stalker
* The bonuses are lost immediately when you lose concealment.
Gain +3 Mobility and +10 Aim while concealed.
Crippling Strike
*Throws a throwing knife, without breaking Shadow. *This ability has a 2 turn cooldown. *The maimed status reduces the target's mobility to 0, making it immobile.
Throw a knife that causes the target to be maimed for 1 turn (zero mobility).
Shooting Sharp
*Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.
Sergeant
Sergeant
Salt In The Wound
* All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. * Applies to all sources of damage caused by you. * If this unit inflicts Poison, Burning, Acid, or Bleeding on a target, then the tick damage of those effects will also be increased. * Damage bonus will not stack against targets suffering from multiple of these effects.
All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. This includes tick damage from those effects.
Silent Killer
*Allows a Reaper to stay safely in Shadow during the enemy turn if they kill a unit with their primary weapon.
Guarantees that the Reaper stays in Shadow with killing shots.
Homing Mine
*Shots against the mined target are guaranteed to hit. *Homing Mine has 3 charges per mission. *Homing Mine requires one action and does not end your turn. *This ability deals 5 damage and shreds 1 armor
Attach a claymore onto an enemy (does not alert the enemy). The Homing mine will explode upon that enemy taking damage.
Staff Sergeant
Staff Sergeant
Cold Blooded
* Action will not be given if your standard shot inflicted the target's only status ailment. * Can activate once per turn. * Standard shot abilities also include Standard Sniper Shot, Light 'Em Up and Pistol Shot.
Once per turn, gain an additional action after taking a standard shot at an enemy suffering from bleeding, poison, burning, or acid burning.
Swift Throw
Template:Swift Throw (LWOTC)/Info
Throw a knife as a free action. 4 Turn Cooldown.
Cheap Shot
*Cheap Shot triggers if the target was previously damaged by any type of damage since the player's last turn, i.e. overwatch and damage over time during the enemy turn counts. *Works for Light 'em Up, Chain Shot and Banish in addition to the standard shot. *The movement action can be used to enter Shadow if it's off cooldown.
Once per turn, gain a movement action after shooting with your primary weapon at a unit that was damaged this turn. Cannot trigger on the same turn as Knife Encounters.
Tech Sergeant
Tech Sergeant
Death Dealer
*Use Shadow's increased mobility and smaller enemy detection radii to flank enemies and deal massive damage.
Grants +25 crit chance. Critical shots against a flanked target while in Shadow will deal double critical damage.
Knife Encounters
*Once per turn, gain a bonus action after throwing a knife at an enemy within 5 tiles. *A red ring will mark the range of this ability. *Knife Encounters cannot be used on the same turn as Run and Gun.
Once per turn, gain a bonus action after throwing a knife at an enemy within 5 tiles.
Banish
* Each shot in Banish rolls a separate chance to hit. * Banish cannot be activated with only 1 ammo remaining. * Banish shots can crit. * Banish can fire from squadsight
Fire at a target until you run out of ammo or it dies. Each shot has 20 aim less and deals 1 less damage than the previous one. Reveals the Reaper. 5 Turn Cooldown.
Gunnery Sergeant
Gunnery Sergeant
Warbringer
* This includes both launched and thrown grenades. * Grants +1 charge(s) to every grenade equipped. * Your grenades' area of effect is increased by 1. * Applies to the grenade slot as well as the standard utility slots, but not other slots. * Temporary grenades provided by other abilities do not get extra charges.
Grants +1 charge(s) to every grenade equipped and your grenades' area of effect is increased by 1.
Impersonal Edge
*Reduce shadow cooldown by 1 and gain a stackable +20 aim buff for 3 turns when you get a kill with a throwing knife.
Reduce shadow cooldown by 1 and gain a stackable +20 aim buff for 3 turns when you get a kill with a throwing knife.
Bullseye
* Bullseye is good for weakening tough enemies while also dealing extra damage. * Bullseye applies -20 penalties to Aim, Defense, and Will that last until the end of the battle. * Bullseye has a 5 turn cooldown.
Fire a shot that deals critical damage and gives the target penalties to Aim, Defense, and Will. 5 turn cooldown.
Master Sergeant
Master Sergeant
First Strike
* First Strike can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with First Strike must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
While concealed or flanking your target, you deal +3 damage with your primary weapon.
Rend The Marked
*Throwing knives apply a stacking +50 Crit chance against the target from all sources for the remainder of the turn.
Throwing knives apply a stacking +50 Crit chance against the target from all sources for the remainder of the turn.
True Predator
Decreases the per-shot aim penalty of Banish by 5 and decreases its cooldown by 1. Increases the range of Knife Encounters to 6. Death Dealer now doubles the critical damage bonus of your weapon against unflankable targets.

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
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.
Lead The Target
*Carefully lead the target, granting a +20% increased chance to hit, but delaying the shot until the enemies turn. Takes two actions. *The shot taken by Lead The Target is not a reaction shot and therefore it can crit and it is not affected by reaction fire penalties or perks related to reaction fire. *Lead The Target has a 3 turn cooldown.
Grants a +20% increased chance to hit, but delays the shot until the target takes an action on their turn. Costs two actions and has a 3 turn cooldown.
Lingering Shadow
*Provides +15 Defense and +30 Dodge as soon as the Reaper loses Shadow, either because they break concealment or Shadow expires. *Lasts until the start of XCOM's next turn.
Provides +15 Defense and +30 Dodge for one turn when the Reaper loses Shadow.
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.
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.
Malevolence
* Applies to most primary weapon as well most pistol and throwing knives attacks. * Acid Burning - Attacks shred +1 armor. * Bleeding - Attacks have +10 critical chance and deal +2 critical damage. * Burning - Attacks increase the damage the target takes from damage-over-time effects by 2 for 2 turns. Doesn't stack. * Poisoned - Attacks reduce the target's critical chance by 20 and increase the graze chance by 10 for 3 turns. Stacks. * Hypothermia - Attacks reduce the target's aim by 10 and defense by 10 for 2 turns. Stacks. * Radiation - Attacks reduce the target's damage by 20% for 3 turns. Doesn't stack. * Requiem Corrosion or Psionic Rippling - Attacks gain double bonus damage from Rupture.
Attacks gain additional bonuses depending on the status effects the target is affected by.
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.
Scrounger
* There will be one additional loot drop on a random enemy whenever this soldier is on a mission. * Other squadmates with Scrounger will stack the effect.
There is a chance of an extra loot drop whenever you are on a mission.
Extra Munitions
* The free grenade is not affected by Packmaster.
Grants 1 free explosive grenade item to your inventory.
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Bluescreen Knives
*Throwing knives gain +2 pierce and will disorient robotic units.
Throwing knives gain +2 pierce and will disorient robotic units.
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.
Tactical Retreat
* Grants a movement only action after throwing a knife. This can happen once per turn.
Grants a movement only action after throwing a knife. This can happen once per turn.
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.
Parkour
* This soldier is able to climb walls. Note that windows cannot be climbed.
This soldier is able to climb walls.
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.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
Needle
*Use Shadow's extra mobility to get close and deal major damage with Needle. *Only applies while the Reaper is in Shadow.
Shots taken in Shadow have +2 armor piercing.
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.
Serial
*Serial is meant to chain enemy kills in a single action, as every kill is essentially free. *Every successful kill does result in a reduction to critical hit chance and damage, however. *Serial has a 7 turn cooldown.
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack.
Death From Above
*Death From Above can combo well with pistol abilities or can simply make a soldier more mobile. *Also grants a long-range accuracy bonus for sniper rifles and vektor rifles at any elevation.
Killing an enemy at a lower elevation with your primary weapon refunds a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles.
Will To Survive
*Enemy damage is reduced by 1 when in cover and attacked through that cover. *Cover against explosives and other indirect attacks is calculated from the point of the explosion. *Armor piercing effects do not eliminate this bonus. *This unit also permanently gains 5 will. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
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.
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.
HEAT Ammo
* HEAT Ammo provides a substantial damage increase against robotic enemies such as MECs and Sectopods. * The damage increase happens before damage is reduced by Armor. * Combining HEAT Ammo with Bluescreen Rounds will deal devastating damage to any robotic enemy. * HEAT Ammo affects all damage sources, including explosives.
Confers +50% damage against robotic enemies.
Deadly Haze
* Increase tile coverage of fire, acid, and poison from grenades to 100%. * Enemies hit by grenades deal 2 less damage for 1 turn.
Increase tile coverage of fire, acid, and poison from grenades to 100%. Enemies hit by grenades deal 2 less damage for 1 turn.
Thousands To Go
* Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. * Does not activate when killing Lost. * Passive.
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive.
Rapid Reaction
*When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates. *This ability cannot be disabled in any way.
This soldier does not trigger overwatch or reaction fire.
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.
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.
Tandem HEAT Warheads
*Grenades that do not innately shred any armor do not benefit from the additional shred. Damage increase does not apply to Environmental damage.
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.
Reconnoiter
* The Battle Scanners granted by Reconnoiter can be used indefinitely, only limited by the cooldown. * These Battle Scanners are separate from the ones granted by the Battle Scanner item.
Every 4 turns, as a free action, you can use a Battle Scanner.
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.
Anatomy
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
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.
Maim
*Fire a shot with your primary weapon that does normal damage and immobilizes the target until the end of their next turn. *Useful to isolate a high-value target during an ambush. *Uses 1 ammo. *Maim has a 3 turn cooldown.
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.
Grenade Trap
* The soldier can set proximity traps using offensive grenades.
The soldier can set proximity traps using offensive grenades.
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.
Trench Warfare
*If you get at least one kill during your turn, automatically Hunker Down at the end of it. *You will only Hunker Down if you would normally be able to.
If you get at least one kill during your turn, automatically Hunker Down at the end of it.
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.
Coup de Grâce
*Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies. *The bonuses are halved against disoriented enemies. *For Shinobis and Gunners, this perk is applied to their secondary weapon.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
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.
Steady Hands
*The Steady Hands bonus does not stack over multiple turns. *Steady Hands doubles down on the need to find a high sniper's nest with good sightlines.
If you did not move last turn, gain +10 Aim and +10 Critical chance.
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.
Remote Start
*Make sure squadmates are clear of the blast zone! *Remote Start requires 1 ammo point, and has a 5 turn cooldown. *Remote Start has 1 charge(s) per mission.
Detonate an environmental explosive, causing it to deal double damage within twice its normal radius. Does not reveal the Reaper.
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.
Sting Grenades
*Your flashbang grenades have a 50% chance to stun enemies. *Enemies' innate flashbang resistance does not affect stun chance. *Bluescreen Bombs is not required to affect mechanical units.
Your flashbang grenades have a 50% chance to stun enemies.
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.
Deep Cover
*Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
If you did not attack this turn, hunker down automatically.
Blood Trail
*The bonuses apply if the enemy has taken damage on your turn or its previous turn. *Works with all weapons, except grenades. *Plan ahead with squadmate attacks to take full advantage of Blood Trail.
Attacks deal +1 damage and ignore up to 40 Dodge if the target has taken damage after your previous turn.
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.
Gas Bomber
* The free grenade is affected by Light Ordnance.
Grants a free Gas Grenade item to the soldier's inventory.
Ghost Grenade
*This ability only affects a single targeted ally; others in the smoke cloud are not concealed but do receive the defense bonus. *Uses one action and ends your turn. *One use per mission; abilities that add grenade charges do not provide any bonuses. *Only works on XCOM soldiers, as civilians do not have training in concealment techniques. *Small smoke cloud grants 20 defense; dense smoke bonuses do not apply. *It does not fit in the standard XCOM grenade launcher and must be thrown at a visible ally. *The Grenadier cannot use this ability when concealed.
A specialized smoke grenade that causes the targeted ally to enter concealment.
Geneva Suggestion (Thrown)
* Will grant advanced grenades once the respective projects are researched.
Grants a free Incendiary, Acid, and Gas grenades.
Sting
*Sting allows for the Reaper to attack in situations where they absolutely do not want to be revealed. *Sting has 2 charge(s) per mission, requires 1 ammo points, and has a 1 turn cooldown.
Fire a shot while in Shadow that holotargets for +10 Aim and ruptures for 1. Guaranteed to remain in Shadow.
Nimble Hands
* As a free action, reload your weapon. Can be used every 3 turns.
As a free action, reload your weapon. Can be used every 3 turns.
Soul Harvest
*Bonus crit chance applies to both primary and secondary weapons. *The +20% max crit chance bonus applies only to the per-kill component, i.e. it's in addition to the base +10% bonus.
Provides +10% crit chance. Each kill by this soldier adds +4% crit chance, to a maximum of +20%.

Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 0 0 1 0 0 1 0
Aim
Aim
7 3 3 2 3 3 2 3
Will
Will
5 5 0 0 0 0 0 0
Hacking
Hacking
5 0 5 0 5 0 5 5
Total Health
Health
0 0 0 1 1 1 2 2
Aim
Aim
7 10 13 15 18 21 23 26
Will
Will
5 10 10 10 10 10 10 10
Hacking
Hacking
5 5 10 10 15 15 20 25

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