Jump to content

Crasher (TJ): Difference between revisions

From UFOpaedia
Anthogator (talk | contribs)
main page redirect to Ted Jam
Anthogator (talk | contribs)
stat progression fix
 
(6 intermediate revisions by the same user not shown)
Line 13: Line 13:
== Abilities ==
== Abilities ==


{{Class Tree (LW2)
{{Class Tree (LWOTC4)
|Squaddie1={{Maim (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie1={{Maim (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie2={{Fleche (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie2={{Fleche (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie3={{Lightning Slash (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie3={{Lightning Slash (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Subclass1=Shell Shock
|Squaddie4={{Tradecraft (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|SubclassM=Cut Down
|Subclass1=Vanguard
|Subclass2=Escape Artist
|SubclassM=Cutthroat
|LCorporal1={{Slug Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Subclass2=Marauder
|LCorporal2={{Zone of Control (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal1={{Phantom (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal3={{Salvo (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal2={{Shadowstep (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal1={{Trench Gun (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal3={{Marauder (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal1={{Slug Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal2={{Keen Edge (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal2={{Keen Edge (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal3={{Formidable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal3={{Shredder (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant1={{Hidden Reserves (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant1={{Lightfoot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant2={{Grazing Attacks (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant2={{Concentration (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant3={{Shadowstep (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant3={{Sixth Sense (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt1={{Breach (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt1={{Trench Gun (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt2={{Aggression (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt2={{Sling Blade (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt3={{Low Profile (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt3={{Disabling Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt1={{Devastation (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt1={{Conceal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt2={{Bladestorm (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt2={{Sidewinder (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt3={{Untouchable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt3={{Dervish (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt1={{Close Encounters (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt1={{Close Encounters (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt2={{Reaper (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt2={{Butcher (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt3={{Packmaster (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt3={{Bullseye (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt1={{Street Sweeper (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt1={{Shotgun Wedding (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt2={{Butcher (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt2={{Reaper (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt3={{Fade (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt3={{Chimera (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
}}
}}


=== XCOM Abilities ===
=== XCOM Abilities ===
{{XCOM Tree (LWOTC)
{{XCOM Tree 7x10 (LWOTC)
|Tier1A={{Needle Grenades (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1A={{Buckle Your Swash (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1B={{Deep Cover (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1B={{Formidable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1C={{Focused Defense (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1C={{Infiltration (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1D={{Damn Good Ground (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1D={{Intercept (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1E={{Flush (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1E={{Interrogator (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1F={{Combat Drugs (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1F={{Lick Your Wounds (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1G={{Target Focus (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1G={{Paramedic (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1H={{Field Medic (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1H={{Parkour (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1I={{Will To Survive (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1I={{Tracking (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1J={{Parkour (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1J={{Zone of Control (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1K={{Battlespace (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2A={{Cool Under Pressure (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1L={{Bandolier (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2B={{Detonation Shot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1M={{Tear Down (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2C={{Executioner (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1N={{Ghostwalker (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2D={{Flush (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2A={{Bring 'Em On (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2E={{Lead The Target (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2B={{Sixth Sense (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2F={{Locked On (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2C={{Center Mass (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2D={{Lock N Load (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2E={{Blademaster (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2F={{Infighter (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2G={{Lone Wolf (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2G={{Lone Wolf (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2H={{Dense Smoke (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2H={{Predator (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2I={{Executioner (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2I={{Steady Hands (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2J={{Combatives (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2J={{Survival Instinct (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2K={{Combat Engineer (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3A={{Blademaster (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2L={{Interrogator (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3B={{Bladestorm (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2M={{Return Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3C={{Blend (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2N={{Traverse Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3D={{Brawler (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3A={{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3E={{Combatives (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3B={{Hunter's Instincts (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3F={{Covert (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3C={{Stiletto (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3G={{Evasive (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3D={{Deadeye (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3H={{Hidden Reserves (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3E={{Thousands To Go (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3I={{Last Stand (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3F={{Fastball (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3J={{Reflex (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3G={{Fearsome (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4A={{Blinding Fire (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3H={{Recharge (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4B={{Chip Away (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3I={{Eat This! (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4C={{Deadeye (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3J={{Cool Under Pressure (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4D={{Disarming Shot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3K={{Tactical Sense (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4E={{Double Time (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3L={{Resilience (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4F={{Grapple Gun (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3M={{Phantom (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4G={{Nimble Hands (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3N={{Minelayer (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4H={{Rupture (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4A={{Sting Grenades (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4I={{This One's Mine (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4B={{Rupture (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4J={{Ventilate (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4C={{Slam Fire (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5A={{Bandit (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4D={{Lightfoot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5B={{Good Eye (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4E={{Heavy Hitter (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5C={{Homing Mine (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4F={{Close Combat Specialist (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5D={{Implacable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4G={{Conceal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5E={{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5F={{Remote Start (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5G={{Reposition (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5H={{Shotgun Finesse (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5I={{Soul Harvest (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier5J={{Untouchable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6A={{Anatomy (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6B={{Breach (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6C={{Burial Shot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6D={{Close Combat Specialist (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6E={{Coup de Grace (Melee) (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6F={{Crusader's Rage (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6G={{Death Adder (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6H={{Lightning Fang (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6I={{Run and Gun (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier6J={{Shadowstrike (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7A={{Burial Blade (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7B={{Forward Operator (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7C={{Gore (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7D={{Meld (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7E={{Rapid Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7F={{Rout (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7G={{Serial (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7H={{Slice and Dice (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7I={{Street Sweeper (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier7J={{Whirlwind (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
}}
}}


Line 110: Line 132:
| 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="5"; | 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 122: Line 144:
|-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;" | 3
| style="border-color: #7dc2d2;" | 3
| 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="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="border-color: #7dc2d2;" | 2
| 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;" | 2
| style="border-color: #7dc2d2; | 4
| style="border-color: #7dc2d2; | 4
| style="border-color: #7dc2d2; | 0
| style="border-color: #7dc2d2; | 0
| style="border-color: #7dc2d2; | 0
| style="border-color: #7dc2d2; | 0
| style="border-color: #7dc2d2; | 0
| style="border-color: #7dc2d2; | 0
|-style="font-size:150%; font-weight:bold;"
| style="border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Hacking.png|36px|Hacking|link=]]<br/>Hacking
| style="border-color: #7dc2d2; | 40
| style="border-color: #7dc2d2; | 5
| style="border-color: #7dc2d2; | 5
| style="border-color: #7dc2d2; | 5
| style="border-color: #7dc2d2; | 5
| style="border-color: #7dc2d2; | 5
| style="border-color: #7dc2d2; | 5
| style="border-color: #7dc2d2; | 5
|-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 2px 0; font-size:67%;" | [[File:LW2_Mobility.png|36px|Mobility|link=]]<br/>Mobility
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 4
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 1
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 4
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
Line 141: Line 183:
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
| style="border-color: #7dc2d2; border-width: 1px 1px  2px 1px;" | 0
|-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"; | Total
| style="border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;"rowspan="5"; | 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
Line 153: Line 195:
|-style="font-size:150%; font-weight:bold;"
|-style="font-size:150%; font-weight:bold;"
| style="border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Aim.png|36px|Aim|link=]]<br/>Aim
| style="border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Aim.png|36px|Aim|link=]]<br/>Aim
| style="border-color: #7dc2d2; background-color: #232428;" | 2
| style="border-color: #7dc2d2; background-color: #232428;" | 4
| style="border-color: #7dc2d2; background-color: #232428;" | 4
| style="border-color: #7dc2d2; background-color: #232428;" | 6
| style="border-color: #7dc2d2; background-color: #232428;" | 7
| style="border-color: #7dc2d2; background-color: #232428;" | 8
| style="border-color: #7dc2d2; background-color: #232428;" | 10
| style="border-color: #7dc2d2; background-color: #232428;" | 10
| style="border-color: #7dc2d2; background-color: #232428;" | 12
| style="border-color: #7dc2d2; background-color: #232428;" | 12
| style="border-color: #7dc2d2; background-color: #232428;" | 13
| style="border-color: #7dc2d2; background-color: #232428;" | 14
| style="border-color: #7dc2d2; background-color: #232428;" | 14
| style="border-color: #7dc2d2; background-color: #232428;" | 15
| style="border-color: #7dc2d2; background-color: #232428;" | 16
| style="border-color: #7dc2d2; background-color: #232428;" | 16
|-style="font-size:150%; font-weight:bold;"
|-style="font-size:150%; font-weight:bold;"
| style="border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0;font-size:67%;" | [[File:LW2_Will.png|36px|Will|link=]]<br/>Will
| style="border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0;font-size:67%;" | [[File:LW2_Will.png|36px|Will|link=]]<br/>Will
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 4
| style="border-color: #7dc2d2; background-color: #232428; | 4
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 8
| style="border-color: #7dc2d2; background-color: #232428; | 8
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 8
| style="border-color: #7dc2d2; background-color: #232428; | 8
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 8
| style="border-color: #7dc2d2; background-color: #232428; | 8
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 8
| style="border-color: #7dc2d2; background-color: #232428; | 8
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 8
| style="border-color: #7dc2d2; background-color: #232428; | 8
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 8
| style="border-color: #7dc2d2; background-color: #232428; | 8
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 8
| style="border-color: #7dc2d2; background-color: #232428; | 8
|-style="font-size:150%; font-weight:bold;"
| style="border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Hacking.png|36px|Hacking|link=]]<br/>Hacking
| style="border-color: #7dc2d2; background-color: #232428; | 40
| style="border-color: #7dc2d2; background-color: #232428; | 45
| style="border-color: #7dc2d2; background-color: #232428; | 50
| style="border-color: #7dc2d2; background-color: #232428; | 55
| style="border-color: #7dc2d2; background-color: #232428; | 60
| style="border-color: #7dc2d2; background-color: #232428; | 65
| style="border-color: #7dc2d2; background-color: #232428; | 70
| style="border-color: #7dc2d2; background-color: #232428; | 75
|-style="font-size:150%; font-weight:bold;"
| style="border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0; font-size:67%;" | [[File:LW2_Mobility.png|36px|Mobility|link=]]<br/>Mobility
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 1
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 1
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 1
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 1
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 1
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 1
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 1
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px  2px 1px;" | 1
|}
|}


Line 178: Line 240:


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

Latest revision as of 08:58, 10 January 2026

Back To Main Page

Long War of the Chosen Main Page
Crasher
Crasher
We know this one holds special value to you, Commander. The infamous Jane Kelly, guilty of incitement and disorder. The Elders are eager to speak with her.

Class Overview

The Crasher specializes in taking on multiple opponents at close range. They're equally adept at rushing an enemy position or being the rearguard as the squad moves to evac.

Weapons

Primary: Rifles, SMGs, Shotguns.

Secondary: Sword, Combat Knife

Abilities

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

Rank Ability
Squaddie
Squaddie
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.
Fleche
*You can trigger the Fleche ability by placing the movement cursor over an enemy. *A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy. *Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position up to 5 maximum bonus damage.
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.
Lightning Slash
*Attack any enemy within blue movement range with your weapon. *This attack does not end the turn. *Lightning Slash has a 3 turn cooldown.
Attack any enemy within blue movement range with your weapon. This attack does not end the turn.
Tradecraft
*This soldier has significantly reduced infiltration times while on missions.
This soldier has significantly reduced infiltration times while on missions.
Vanguard Cutthroat Marauder
Lance Corporal
Lance Corporal
Phantom
*Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment. *If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
When the squad is revealed, this soldier remains concealed.
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.
Marauder
*Marauder provides more tactical options when planning the Skirmisher's turn. *Paired with Grapple, Marauder allows the Skirmisher to shoot twice and move on a single turn.
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn.
Corporal
Corporal
Slug Shot
*Special shot for primary-weapon shotguns only: Fire a shot with no range penalties. *The shot will pierce 2 armor point(s). *The shot also gains +10 aim *Slug shot has a 2 turn cooldown. *Requires 1 ammo.
Special shot for primary-weapon shotguns only: Fire a shot that pierces 2 armor and has no range penalties. Uses 1 ammo. Has a 2 turn cooldown.
Keen Edge
* More advanced swords will ignore more armor and deal extra bonus damage. * Your sword attacks can finish off a wounded enemy and move to a better position for using your sniper rifle at the same time. * Because of the Hunter's high Aim stat, your sword attacks will almost always hit. * Keen Edge will make a normal sword deal as much damage as a sniper rifle of the same tech tier.
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor.
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.
Sergeant
Sergeant
Lightfoot
* The extra mobility from Lightfoot can help you to get a flank or to reach the objective quickly, but be careful you don't get too far ahead of the rest of the squad. * The improved concealment stacks with improved concealment from other sources such as ECM.
Gain +3 Mobility. You are 20% harder to detect while concealed.
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.
Sixth Sense
* Area attacks include grenades and other explosives, but not MEC Micro Missiles. * Faceless claw sweep counts as multi-target attack and will not hit this soldier. * Purifier's Flamethrower is another example of area of effect attack that is not an explosive weapon.
You are immune to multi-target and area attacks.
Staff Sergeant
Staff Sergeant
Trench Gun
*Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. *Trench Gun has a 4 turn cooldown. *Requires 1 ammo. *Ability will not be available with other primary weapons. *The shot will not penetrate heavy cover, so this ability is best used in flanking situations. *Allies in the area of effect can take damage.
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown.
Sling Blade
* Has a 2 turn cooldown.
Throw an axe at a target. This attack does not automatically end the turn.
Disabling Shot
*Stuns enemies for 2 actions if the shot hits (including if it grazes). *Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage. *Disabling Shot requires 1 ammo to use. *Disabling Shot has a 5 turn cooldown. *Only Avatars and Psi Zombies can not be stunned.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
Tech Sergeant
Tech Sergeant
Conceal
*Concealment cannot be used when flanked by nearby enemies. *Requires one action and ends the soldier's turn.
Immediately enter concealment once per mission.
Sidewinder
* Sidewinder can activate while disoriented: False. * Sidewinder can activate while burning: False. * Sidewinder will not activate during the soldier's own turn: False. * Sidewinder will not activate if the soldier is currently binding a target. * Sidewinder will not activate against reaction fire.
Allows the soldier to evade a damaging attack, and instantly gain a movement action. Can only activate once every 3 turn(s).
Dervish
* More advanced weapons will deal more damage and shred more armor. * Breach is excellent for destroying cover, but deals less damage and has a smaller radius than a launched grenade. * Guaranteed damage makes Breach good for finishing off low-hp enemies. * Breach cannot crit. * Breach requires 3 ammo points and has a 3 turn cooldown.
Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s).
Gunnery Sergeant
Gunnery Sergeant
Close Encounters
*Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. *A red ring will mark the range of this ability. *Close Encounters cannot be used on the same turn as Run and Gun.
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run.
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.
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
Shotgun Wedding
* Allies in the area of effect can take damage. * Requires 3 ammo to activate. Consumes 2 upon activation and 1 for each shot. * The initial cone and the attack cone are 8 tiles long and 8 tiles wide. Attack cone is centered on the primary target the attack is performed against. * Has a 5 turn cooldown. * Can only be used with a shotgun.
Fire up to 3 short-range cone-based attacks against visible enemies in the cone. Each attack can hit multiple targets. Has a 6 turn cooldown.
Reaper
*Reaper has a 3 turn cooldown. *Reaper cannot be combined with Run and Gun. *As the damage with each successful Reaper strike is reduced, careful ordering of targets may be required to ensure the longest chain of attacks.
A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage.
Chimera
* SMG: Airstrike - Once per mission, call in an airstrike that does damage in a large area. * Rifle: Cyclic Fire - Fire three shots at a target in a single attack. * Boltcaster: Pinpoint - Special shot that has bonus aim, critical chance and critical damage for each action consumed. * Shotgun: Assault Shot - Fire a shot against a target within a 6 tile radius. Free action, but can't crit. Has a 3 turn cooldown. * Cannon: Saturation Fire - Fire a cone shaped barrage of bullets at every enemy in an area. Deals high damage to cover. * Sniper Rifle: Squadsight and Double Tap - Fire a standard shot and gain a second action restricted to an additional shot or overwatching. * Vektor Rifle: Squadsight and Burst Fire - Fire an automatic 2-shot burst. Has a 2 turn cooldown. * Bullpup: Battlelord - Activate after each enemy in line of sight takes a turn. * Sword: Overpower - Dashing melee attack. Stuns the target and shreds all of its armor. Non-large units only. * Combat Knife - Crippling Wound - Dashing melee attack. Inflicts a permanent non-stacking debuff that severely reduces the target's mobility, aim and dodge. * Ripjack: Combat Advance - Dashing melee attack. Costs a single action, doesn't end the turn, and grants a movement-only action. Has a 3 turn cooldown.
The soldier can now equip cannons, sniper rifles, vektor rifles, bullpups, and ripjacks, and gains additional abilities depending on the weapons equipped.

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
Buckle Your Swash
* Free actions, reaction and triggered attacks will not trigger the pistol shot. * Will only trigger on the primary target of the melee attack. * Yarr.
Follow up melee attacks with a reactive pistol shot.
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.
Blademaster
*Blademaster deals a bonus +1 damage on every successful melee attack. *Blademaster grants +10 Aim to melee attacks.
All melee attacks deal +1 extra damage and have +10 Aim.
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.
Bandit
* Once per turn, restore 1 ammo after taking a shot with your primary weapon.
Once per turn, restore 1 ammo after taking a shot with your primary weapon.
Anatomy
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
Burial Blade
* Has a 2 turn Cooldown. * Ignores sustain effects, so Burial Blade is especially useful for putting down priests.
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded.
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.
Detonation Shot
* Costs 2 ammo. * Has a 4 turn cooldown.
Fire a shot that detonates explosives carried by the enemy.
Bladestorm
*If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier. *If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range. *Bladestorm does not trigger on your own turn.
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
Chip Away
* Fire a shot with your primary weapon that shreds armor based on weapon tier. * Conventional weapons shred 2 armor. * Laser weapons shred 3 armor. * Magnetic weapons shred 4 armor. * Coil weapons shred 5 armor. * Beam weapons shred 6 armor. * Consumes 2 ammo. * 2 turn cooldown.
Fire a shot with your primary weapon that shreds armor based on weapon tier. Uses 2 ammo. 2 turn cooldown."
Good Eye
* This ability gets more useful in the late game, when many enemies have dodge chances.
Your shots can't be dodged.
Breach
* More advanced weapons will deal more damage and shred more armor. * Breach is excellent for destroying cover, but deals less damage and has a smaller radius than a launched grenade. * Guaranteed damage makes Breach good for finishing off low-hp enemies. * Breach cannot crit. * Breach requires 3 ammo points and has a 3 turn cooldown.
Fire a shot that destroys cover and shreds armor in a small area, but deals reduced damage and can't get critical hits. Shotgun only.
Forward Operator
* Forward Operator can activate during the enemy turn. * Forward Operator will activate even if the soldier was not the one to reveal enemies.
Once per turn, when a new group of enemies is revealed, immediately gain an action.
Infiltration
* ADVENT security towers cannot see this unit when it's concealed.
Increases hacking by +25. ADVENT security towers cannot see this unit when it's concealed.
Executioner
*Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
Blend
* This is useful for escaping a dicey situation or getting another use out of Surprise. * The concealment will break at the start of the player's turn.
Immediately grants concealment that is automatically broken after 2 turns.
Deadeye
*Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%. *Deadeye has a 3 turn cooldown. *Works with Snap Shot.
Take a shot with a small aim penalty for a significant damage boost.
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.
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.
Gore
* Gore activates every time the unit kills an enemy, and then the chance to panic is rolled for every enemy individually. Cooldown: 0 turns. * Enemies will tend to move when panicked by this ability which can trigger Overwatch abilities such as Rout. * Only organic enemies who had direct line of sight to the killed enemy can panic. * Panic is removed if the soldier that caused the panic is killed. * Panic chance = Rank * 8.0% + Damage * 2.0% + Max HP * 1.0% - Enemy Will, where: * Rank = Soldier's Rank, counting Squaddie as Rank 1. * Damage = total damage dealt by the soldier to the killed enemy. * Max HP = maximum HP of the killed enemy. * Enemy Will - will of the enemy that can panic.
Killing an enemy has a chance to panic some of the nearby organic enemies.
Intercept
* Intercept must be used carefully, as the intercepting soldier can attract unwanted attention from other enemies. * Intercept is not triggered by attacks, only movement, unless the soldier has Covering Fire. However, even with Covering Fire, Intercept cannot react to other reaction attacks. * Targets immune to Overwatch and other reaction fire cannot be Intercepted. * Interception attack suffers reaction fire penalties and normally cannot deal critical damage, unless activated while Concealed. * Intercept is allowed to break concealment in order to attack the moving enemy: False * After Interception, the soldier will return to their original position: True * The return move is not 100% guaranteed. * Intercept can benefit from Guardian.
Melee attack the first enemy that moves within your line of sight and 1 AP move distance with a penalty to aim.
Flush
* Flush has a 3 turn cooldown. * +30 bonus to aim. * Damage is reduced by 50% * Cannot crit or apply bonus ammo effects. * Cannot be used from concealment. * Target loses 10 defense and 30 dodge. The debuff lasts 1 turn and can stack. Requires the target to be hit to be affected.
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits.
Brawler
Take 35% less damage from any melee attack, or attacks from within 5 tiles.
Disarming Shot
* Can be used with Snap Shot. * Requires 1 ammo. * Certain weapons, like Purifier Flamethrowers, cannot be disabled.
Take a special weapon shot that disables the target's weapon, forcing them to reload before firing. Additionally, reduces the target's aim by 15 and critical chance by 30 for 2 turn(s). Has a 3 turn cooldown.
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.
Close Combat Specialist
*Will not trigger if soldier is concealed. *You may shoot at each enemy with this ability once per turn. *Each shot requires 2 ammo.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
Meld
* Meld cannot be used when flanked by nearby enemies. * Meld has a 4 Turn(s) cooldown.
Immediately enter concealment that lasts until the start of your next turn. Has a 4 Turn(s) cooldown.
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.
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.
Combatives
*Combatives grants you +90 dodge against melee attacks each enemy turn. The bonus dodge is lost when you parry the first melee attack. *Combatives passively grants you +10 dodge. *You can only counterattack single target melee attacks.
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge.
Double Time
* Double Time can be used to move very long distances in a single turn, or to move and then take a normal sniper rifle shot. * The extra move action from Double Time is wasted if you use an ability that ends your turn, like firing your weapon, before taking the move. * Double Time has a 3 turn cooldown.
Gain a bonus move action this turn. 3 turn cooldown.
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.
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.
Bonus to hit, damage, and critical chance with your melee weapon against a disoriented, stunned or panicking enemy.
Rapid Fire
*Rapid Fire has a 1 turn cooldown.
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
Lick Your Wounds
* Hunker Down restores 2 health when used, up to a maximum of 8 per mission. * Removes poison, burning, and acid burning. * If equipped with a Ballistic Shield, then the health recovery will activate when Shield Wall is used. * Passive.
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning. Passive.
Locked On
* Gain +20 aim and +10 crit for repeated shots at the same target. Not cumulative, and only applies to enemy units. * The effect persists in between multiple turns as long as the same target has been fired upon. * Area-of-Effect-based shots do not grant the bonus.
Gain +20 aim and +10 crit for successive shots at the same enemy unit.
Covert
*Enemies have 25% smaller detection range against you, as denoted by red tiles surrounding enemies who are not alerted to your presence. *This ability also grants a small reduction in this soldier's impact on infiltration times. *Does not apply to ADVENT security towers.
Enemies have 25% smaller detection range against you.
Grapple Gun
The Keeper can use a Grapple Gun to quickly move to an elevated position or to retrieve loot from the battlefield.
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.
Crusader's Rage
*Wound reduction does not work if the soldier entered a bleeding out state during the mission.
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP.
Rout
* Rout interception attacks are allowed to break concealment in order to attack the moving enemy: False * Activating Rout breaks unit's concealment: False * After each Rout interception, the soldier will return to their original position: True * If the unit has Guard, one charge of Guard will be given for every Rout interception: True * This ability benefits from Ghost Rider. * 5 turn cooldown.
Activate to Intercept all enemy movement within your line of sight and 1 AP move distance until the start of your next turn.
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.
Lone Wolf
*Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant. *Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
Evasive
*This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
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.
Reposition
*Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon. *Works with Hit and Run.
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon.
Death Adder
* Bonus damage cannot exceed 100% of the attack's base damage. * The bonus is applied before other damage modifiers. * Has a 3 turn cooldown.
Take a special shot with your primary weapon that deals 50% of the target's missing HP as bonus damage and shatters sustaining effects. Has a 3 turn cooldown.
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.
Parkour
* This soldier is able to climb walls. Note that windows cannot be climbed.
This soldier is able to climb walls.
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.
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.
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.
Shotgun Finesse
* Gain +10 crit and +3 mobility while equipped with a shotgun.
Gain additional Crit chance and Mobility while equipped with a shotgun.
Lightning Fang
* Free Action. Stab an adjacent foe with your blade.
Free Action. Stab an adjacent foe with your blade.
Slice and Dice
* Slice and Dice has a 2 turn cooldown.
Attack any enemy within movement range with your sword. If you hit, make a free second sword attack. 2 turn cooldown.
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.
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.
Last Stand
* You can still take damage, but it will never reduce you below 1 hp. * You can't be knocked unconscious, disoriented, or otherwise incapacitated.
Once per mission, become immune to death and incapacitation until the end of your next turn.
This One's Mine
* Only you get the bonuses. * Consider using this ability against elite enemy units such as Custodians, Cobras, or Sectopods for its large bonus of 50 defense. * Our plasma weaponry will greatly benefit from the bonus critical hit chance due to their reliance on the critical damage.
Mark a target, giving you +50 Crit chance and +50 Defense against it for 3 turns. This ability doesn't cost an action. Has a 3 turn cooldown.
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%.
Run and Gun
*Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. *Run and Gun has a 4 turn cooldown.
Take an action after dashing.
Street Sweeper
*Medium-range, cone-based shotgun attack. *The spread pattern is blocked by heavy cover. *Uses one action and 2 ammo. *Street Sweeper has a 5 turn cooldown. *Does 3 bonus damage against unarmored targets within the spread pattern. *Cannot be used with non-shotgun weapons. *Allies can be injured by this attack.
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover.
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.
Survival Instinct
*The bonuses are lost if you are healed back to full health.
Gain 20 Defense and 20 Crit chance while injured.
Reflex
*The Grapple makes the Skirmisher a great advance scout, and Reflex rewards their aggressive positioning. *Reflex can only be triggered once per turn.
When fired upon, gain one extra action on the next turn. Triggers no more than once per turn. Attacks against you suffer a -15 penalty to critical hit chances.
Ventilate
* Always hits, but cannot crit. * Costs 3 ammo. * 4 turn cooldown.
Fire a weapon blast that is guaranteed to hit and destroy the target's cover.
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.
Shadowstrike
* The bonus applies to all attacks as long as the targeted enemy does not have a direct line-of-sight on the soldier when the action starts. This includes, but not limited to, squadsight attacks and attacks from concealment.
Gain +25 aim and +25 critical chance against enemies that do not see you.
Whirlwind
*A soldier can only gain one move per turn with this ability.
If you hit with a melee attack during your turn, gain a bonus move.


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 3 3 2 1 1 1 1
Will
Will
4 4 0 0 0 0 0 0
Hacking
Hacking
40 5 5 5 5 5 5 5
Mobility
Mobility
1 0 0 0 0 0 0 0
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
4 7 10 12 13 14 15 16
Will
Will
4 8 8 8 8 8 8 8
Hacking
Hacking
40 45 50 55 60 65 70 75
Mobility
Mobility
1 1 1 1 1 1 1 1

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