Crasher (TJ): Difference between revisions
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| style="border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;" | {{ Rank (LW2) | 7 }} | | style="border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;" | {{ Rank (LW2) | 7 }} | ||
|-style="font-size:150%; font-weight:bold;" | |-style="font-size:150%; font-weight:bold;" | ||
| style="border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;"rowspan=" | | 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 | ||
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|-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;" | | | style="border-color: #7dc2d2;" | 1 | ||
| style="border-color: #7dc2d2;" | | | style="border-color: #7dc2d2;" | 1 | ||
| style="border-color: #7dc2d2;" | | | style="border-color: #7dc2d2;" | 1 | ||
| style="border-color: #7dc2d2;" | | | style="border-color: #7dc2d2;" | 1 | ||
| style="border-color: #7dc2d2;" | | |-style="font-size:150%; font-weight:bold;" | ||
| style="border-color: #7dc2d2;" | | | 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;" | | | 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: | | 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;" | | | style="border-color: #7dc2d2; border-width: 1px 1px 2px 1px;" | 1 | ||
| style="border-color: #7dc2d2; border-width: 1px 1px 2px 1px;" | | | 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 | ||
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| 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=" | | 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 | ||
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|-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;" | 4 | | style="border-color: #7dc2d2; background-color: #232428;" | 4 | ||
| style="border-color: #7dc2d2; background-color: #232428;" | | | style="border-color: #7dc2d2; background-color: #232428;" | 7 | ||
| 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 | | 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;" | | | style="border-color: #7dc2d2; background-color: #232428; | 4 | ||
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px 2px 1px;" | | | style="border-color: #7dc2d2; background-color: #232428; | 8 | ||
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px 2px 1px;" | | | style="border-color: #7dc2d2; background-color: #232428; | 8 | ||
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px 2px 1px;" | | | style="border-color: #7dc2d2; background-color: #232428; | 8 | ||
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px 2px 1px;" | | | style="border-color: #7dc2d2; background-color: #232428; | 8 | ||
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px 2px 1px;" | | | style="border-color: #7dc2d2; background-color: #232428; | 8 | ||
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px 2px 1px;" | | | style="border-color: #7dc2d2; background-color: #232428; | 8 | ||
| style="border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px 2px 1px;" | | | 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 | |||
|} | |} | ||
Latest revision as of 08:58, 10 January 2026

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
for more information.
| Rank | Ability | |||||
Squaddie |
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. |
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target. | ||||
|---|---|---|---|---|---|---|
Attack any enemy within blue movement range with your weapon. This attack does not end the turn. |
This soldier has significantly reduced infiltration times while on missions. | |||||
| Vanguard | Cutthroat | Marauder | ||||
Lance Corporal |
When the squad is revealed, this soldier remains concealed. |
This soldier does not trigger overwatch or reaction fire. |
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. | |||
Corporal |
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. |
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor. |
Your primary weapon attacks shred armor. | |||
Sergeant |
Gain +3 Mobility. You are 20% harder to detect while concealed. |
Your grazing attacks are automatically upgraded to normal hits. |
You are immune to multi-target and area attacks. | |||
Staff Sergeant |
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown. |
Throw an axe at a target. This attack does not automatically end the turn. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. | |||
Tech Sergeant |
Immediately enter concealment once per mission. |
Allows the soldier to evade a damaging attack, and instantly gain a movement action. Can only activate once every 3 turn(s). |
Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s). | |||
Gunnery Sergeant |
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. |
Increases damage against organic targets by 30%. |
Fire a shot that deals critical damage and gives the target penalties to Aim, Defense, and Will. 5 turn cooldown. | |||
Master Sergeant |
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. |
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. |
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 |
Follow up melee attacks with a reactive pistol shot. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
All melee attacks deal +1 extra damage and have +10 Aim. |
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. |
Once per turn, restore 1 ammo after taking a shot with your primary weapon. |
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. |
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Fire a shot that detonates explosives carried by the enemy. |
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns. |
Fire a shot with your primary weapon that shreds armor based on weapon tier. Uses 2 ammo. 2 turn cooldown." |
Your shots can't be dodged. |
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. |
Once per turn, when a new group of enemies is revealed, immediately gain an action. |
Increases hacking by +25. ADVENT security towers cannot see this unit when it's concealed. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Immediately grants concealment that is automatically broken after 2 turns. |
Take a shot with a small aim penalty for a significant damage boost. |
Attach a claymore onto an enemy (does not alert the enemy). The Homing mine will explode upon that enemy taking damage. |
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded. |
Killing an enemy has a chance to panic some of the nearby organic enemies. |
Melee attack the first enemy that moves within your line of sight and 1 AP move distance with a penalty to aim. |
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. |
Take 35% less damage from any melee attack, or attacks from within 5 tiles. |
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. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Immediately enter concealment that lasts until the start of your next turn. Has a 4 Turn(s) cooldown. |
At one point, this job involved dialogue. Gain +1 Skullmining charge when carrying the Skulljack. |
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. |
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge. |
Gain a bonus move action this turn. 3 turn cooldown. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Bonus to hit, damage, and critical chance with your melee weapon against a disoriented, stunned or panicking enemy. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning. Passive. |
Gain +20 aim and +10 crit for successive shots at the same enemy unit. |
Enemies have 25% smaller detection range against you. |
The Keeper can use a Grapple Gun to quickly move to an elevated position or to retrieve loot from the battlefield. |
Detonate an environmental explosive, causing it to deal double damage within twice its normal radius. Does not reveal the Reaper. |
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP. |
Activate to Intercept all enemy movement within your line of sight and 1 AP move distance until the start of your next turn. |
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. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
As a free action, reload your weapon. Can be used every 3 turns. |
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon. |
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. |
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. |
This soldier is able to climb walls. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Once per mission, as a free action, set all your cooldowns on abilities back to zero. |
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. |
Gain additional Crit chance and Mobility while equipped with a shotgun. |
Free Action. Stab an adjacent foe with your blade. |
Attack any enemy within movement range with your sword. If you hit, make a free second sword attack. 2 turn cooldown. |
You detect nearby units even without line of sight. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Once per mission, become immune to death and incapacitation until the end of your next turn. |
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. |
Provides +10% crit chance. Each kill by this soldier adds +4% crit chance, to a maximum of +20%. |
Take an action after dashing. |
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Gain 20 Defense and 20 Crit chance while injured. |
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. |
Fire a weapon blast that is guaranteed to hit and destroy the target's cover. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Gain +25 aim and +25 critical chance against enemies that do not see you. |
If you hit with a melee attack during your turn, gain a bonus move. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
Hacking |
40 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | |
Mobility |
1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
4 | 7 | 10 | 12 | 13 | 14 | 15 | 16 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |
Hacking |
40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | |
Mobility |
1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |