Survivalist (TJ): Difference between revisions
Appearance
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|Tier4E={{Lethal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier4E={{Lethal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier4F={{ | |Tier4F={{Serial (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier4G={{Avenger (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier4G={{Avenger (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
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Revision as of 22:42, 13 May 2025

Class Overview
Survivalists are dedicated snipers who can quickly neutralize multiple targets. They also pack a sawed- off shotgun for close quarters engagements.
Weapons
Primary: Sniper Rifles, Rifles, SMGs.
Secondary: Sawed-off Shotgun
Abilities
Mouse-over
for more information.
| Rank | Ability | ||
Squaddie |
Grants the Squadsight ability, but only when a sniper rifle is equipped as this soldier's primary weapon. |
Fire your sawed-off shotgun at a nearby enemy. |
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. |
|---|---|---|---|
| Sentry | Survivor | Raider | |
Lance Corporal |
Once per turn, you get a free overwatch shot when your This One's Mine target moves or attacks. |
Gain the Both Barrels and Pump Action abilities, as long as a Sawed-Off Shotgun is equipped as your secondary weapon. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
Corporal |
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. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. Upon usage, the ability goes on a 3 turn cooldown. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
Sergeant |
Confers +30% damage against robotic targets. |
Kills with your primary weapon restore one sawed-off shotgun charge. |
Gain +2 Aim per enemy the squad can see (max +20). |
Staff Sergeant |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
During enemy turns, fire a free shot that can critically hit with your sawed-off shotgun at any visible enemy within 3 tiles who moves or fires. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Tech Sergeant |
When equipped with an Assault Rifle or SMG as your primary weapon, gain the Sentinel ability. When equipped with a Sniper Rifle as your primary weapon, you gain the ability to use Overwatch with a single action point. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Gunnery Sergeant |
Kills with your primary weapon restore 1 ammo. |
The first time you fire your Sawed-Off Shotgun each turn doesn't cost an action. |
Fire a shot that deals critical damage and gives the target penalties to Aim, Defense, and Will. 5 turn cooldown. |
Master Sergeant |
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action. |
All your attacks deal +2 damage. |
Once per turn, the soldier follows up an ally's attack with a reaction shot. |
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10 AP per tier level.
| Tier 1 | Tier 2 | Tier 3 | Tier 4 |
Grants 1 free flashbang item to your inventory. |
Your grazing attacks are automatically upgraded to normal hits. |
Take a shot with a small aim penalty for a significant damage boost. |
Increases damage against organic targets by 30%. |
Reduces the Aim penalty for short-range primary weapon shots by 67%. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. | |
Grants 1 free explosive grenade item to your inventory. |
Killing organic enemies with your sawed-off shotgun have a 50% chance to panic other organic enemies within 10 tiles of the target. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
For the rest of the turn, whenever you get a critical hit with your primary weapon, your actions are refunded. Has 4 turn cooldown. Cannot be used after Run and Gun and disables Run and Gun for the rest of the turn. Free action. |
There is a chance of an extra loot drop whenever you are on a mission. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Your primary weapon attacks shred armor. | |
Grants 1 free battle scanner item to your inventory. |
You do one additional point of base damage when using guns. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
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. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
You get an additional 20 Defense and 20 Dodge against attacks by the closest visible enemy while not flanked. |
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses. | |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Take an action after dashing. |
If you did not attack this turn, hunker down automatically. |
Killing a panicked or disoriented enemy with your sawed-off shotgun refunds one action point. |
Grants +1 charge per grenade item in a utility slot. | |
Equipped medikits have 2 extra charges. |
You detect nearby units even without line of sight. |
You get +15 Aim against targets in full cover. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn. |
Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you gain an extra charge. Usable once per turn. Starts with one charge, and is a free action. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. | |
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 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. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
This soldier has significantly reduced infiltration times while on missions. | |
Gain +3 Mobility and +10 Aim while concealed. |
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Once per turn, take a reaction shot with your assault rifle at a visible enemy that has taken an offensive action. The reaction shot ignores cover bonuses. |
Grants one free smoke grenade item to your inventory. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
Fire a shot with your primary weapon that deals +2 damage and applies Rupture. Uses 2 ammo. 4 turn cooldown. |
Stat Progression
Totals -> Aim: 28 HP: 2 Will: 6 Hack: 0 Dodge: 0
TBD. What's below here is wrong.
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
5 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | |
Will |
5 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |