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Cleaned up some ability names
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'''Primary''': [[Weapons_(LWOTC)#SMGs|SMGs]]
'''Primary''': [[Weapons_(LWOTC)#SMGs|SMGs]]


'''Secondary''': Gremlins
'''Secondary''': [[Weapons_(LWOTC)#Gremlins|Gremlins]]


WIP --------- FIX ABILITIES - REFERENCE HIJACKER (TJ) NOT BASE HIJACKER MOD
WIP --------- FIX ABILITIES - REFERENCE HIJACKER (TJ) NOT BASE HIJACKER MOD
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|Squaddie1={{Phantom (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie1={{Phantom (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie2={{Full Override (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie2={{Full Override (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie3={{Intrusion Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie3={{Intrusion Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Subclass1=Acquisition
|Subclass1=Acquisition
|SubclassM=Malicious
|SubclassM=Malicious
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|Sergeant1={{Cooldown Override (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant1={{Cooldown Override (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant2={{Conceal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant2={{Conceal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant3={{Sting Grenade (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Sergeant3={{Sting Grenades (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt1={{Full Override II (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt1={{Full Override II (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt2={{Disguise (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt2={{Disguise (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt3={{Feedback (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|StaffSgt3={{Feedback (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt1={{Threat Recognition (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt1={{Threat Recognition (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt2={{Vanish (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt2={{Vanish (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt3={{Chain Lightning (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|TechSgt3={{Chain Lightning (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt1={{Override Extension (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt1={{Override Extension (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt2={{Shroud (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt2={{Shroud (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt3={{Soulsteal (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|GunSgt3={{Soulsteal (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt1={{Infiltrator Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|MSgt1={{Infiltrator Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
Line 47: Line 47:
|Tier1A={{Revival Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1A={{Revival Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1B={{Maim (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1B={{Maim (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1C={{Shadow Ops Scrounger (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1C={{Scrounger (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1D={{MZ Advice (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1D={{Advice (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1E={{Ghostwalker (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1E={{Ghostwalker (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1F={{Flashbanger (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1F={{Flashbanger (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1G={{Shadow Ops Stalker (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1G={{Stalker (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1H={{Damn Good Ground (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1H={{Damn Good Ground (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1I={{Isms Scouts Overwatch (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1I={{Scout's Overwatch (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1J={{Shadow Ops Extra Munitions (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1J={{Extra Munitions (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1K={{Field Surgeon (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1K={{Field Surgeon (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1L={{Aid Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1L={{Aid Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1M={{Combat Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1M={{Combat Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1N={{Scanning Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier1N={{Scanning Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}


|Tier2A={{Lone Wolf (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2A={{Lone Wolf (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2B={{Shadow Ops ECM (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2B={{ECM (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2C={{Holo Targeting (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2C={{Holo Targeting (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2D={{MZ Gremlin Sustain (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2D={{Gremlin Sustain (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2E={{MZ Chasing Fire (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2E={{Chasing Fire (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2F={{MZ Hostage Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2F={{Hostage Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2G={{Isms Shadowborn (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2G={{Shadowborn (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2H={{Center Mass (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2H={{Center Mass (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2I={{Shadow Ops Sensor Overlays (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2I={{Sensor Overlays (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2J={{MZ Burial Shot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2J={{Burial Shot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2K={{Medical Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2K={{Medical Protocol (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2L={{F Triage (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2L={{Triage (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2M={{Shadowstep (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2M={{Shadowstep (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2N={{Free Scanner (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier2N={{Free Scanner (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}


|Tier3A={{Interrogator (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3A={{Interrogator (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3B={{Shadow Ops Shield Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3B={{Shield Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3C={{Overkill (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3C={{Overkill (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3D={{Hunter's Instinct (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3D={{Hunter's Instincts (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3E={{Disabling Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3E={{Disabling Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3F={{Shredder (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3F={{Shredder (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3G={{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3G={{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3H={{Shadow Ops Rocketeer (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3H={{Rocketeer (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3I={{IRI BH Homing Mine (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3I={{Homing Mine (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3J={{MZ Winter Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3J={{Winter Protocol (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3K={{Shadow Strike (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3K={{Shadow Strike (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3L={{Evasive (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3L={{Evasive (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3M={{Minelayer (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3M={{Minelayer (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3N={{MZ Surefire Shot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier3N={{Surefire Shot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}


|Tier4A={{Shadow Ops First Strike (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4A={{First Strike (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4B={{Shadow Ops Sprint (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4B={{Sprint (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4C={{Stealth (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4C={{Stealth (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4D={{Shadow Ops Puppeteer (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4D={{Puppeteer (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4E={{Hit and Run (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4E={{Hit and Run (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4F={{Restorative Mist (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4F={{Restorative Mist (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4G={{Shadow Ops Stasis Field (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
|Tier4G={{Stasis Field (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}
}}
}}



Revision as of 14:24, 1 June 2025

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Long War of the Chosen Main Page
Agent
Agent
The Hijacker specializes in staying under the radar while seizing enemy assets such as their robotics, while also proving some crowd control and team support.

Class Overview

The Hijacker specializes in staying under the radar while seizing enemy assets such as their robotics, while also proving some crowd control and team support.

Weapons

Primary: SMGs

Secondary: Gremlins

WIP --------- FIX ABILITIES - REFERENCE HIJACKER (TJ) NOT BASE HIJACKER MOD

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

Rank Ability
Squaddie
Squaddie
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.
Full Override
*Full Override is a special hack action usable against enemy robotic units. *It has one charge that is only expended if a successful override occurs. *Requires one action and ends the soldier's turn. *The first hack option, Greater Shutdown, will disable (stun) the unit for 3 turns. *The second hack option, Master Enemy, will grant control of the unit for rest of the mission with a stat bonus for all robots, and will permanently transfer any MEC units to the Resistance. *If the Master Enemy hack succeeds, and the MEC and the specialist both survive the mission, the MEC will follow new programming and make its way to a Resistance base, where it will serve the Resistance. It does not need to be evacuated when the mission ends.
Take permanent control of a robotic unit and potentially acquire ADVENT MECs for the Resistance.
Template:Intrusion Protocol (TJ)
Acquisition Malicious Unseen
Lance Corporal
Lance Corporal
Haywire Protocol
*Hacking a robotic enemy or turret pits the Specialist's Hacking stat against the enemy's Tech Defense stat. *Upgrading your GREMLIN will lead to an increased Hacking stat. *Hacked robotic enemies can only be controlled for a short time. *This ability has a 4-turn cooldown.
You may target robotic and mechanical enemies with your GREMLIN, attempting to hack them and seize control. 4-Turn cooldown.
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.
Combat Protocol
* This ability has a 3-turn cooldown. * Upgrading your GREMLIN will lead to more damage per charge.
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.
Corporal
Corporal
Trojan
*Enemy units hacked by Haywire Protocol take 0 to 8 damage and lose their actions on the turn the hack effect ends. *Applies to units stunned or taken over by Haywire Protocol. *Damage calculated based on Hacking Stat vs. target's Hack Defense.
Enemy units that are hacked take damage and lose their actions on the turn the hack effect ends.
Ghostwalker
*Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s) (including the current turn), as denoted by red tiles surrounding enemies who are not alerted to your presence. *Ghostwalker has a 4 turn cooldown. *Requires no actions to activate. *This ability also grants a small reduction in this soldier's impact on infiltration times. *Does not apply to ADVENT security towers.
Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s).
Electroshock
*A miss with your Arc Thrower still disorients non-robotic targets.
Your Arc Thrower disorients the target when it misses.
Sergeant
Sergeant
Template:Cooldown Override (TJ)
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.
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.
Staff Sergeant
Staff Sergeant
Template:Full Override II (TJ) Template:Disguise (TJ) Template:Feedback (TJ)
Tech Sergeant
Tech Sergeant
Template:Threat Recognition (TJ) Template:Vanish (TJ)
Chain Lightning
*Chain Lightning chains from target to target in a sequence. Successive targets can be up to 5 tiles away from each other. *The attack will not chain to previous targets in the sequence. *The sequence of targets will be shown when you preview a target. A hit roll will be made against all targets in the sequence, even if you miss against a previous target. Cover bonuses are calculated from your position, not from the previous target. *Chain Lightning cannot be fired at robotic enemies, and it will not chain to them. *Requires one action and ends your turn. *Chain Lightning has a 4 turn cooldown. *Cannot be used from concealment.
A chaining arc thrower attack that stuns up to 5 targets.
Gunnery Sergeant
Gunnery Sergeant
Template:Override Extension (TJ) Template:Shroud (TJ) Template:Soulsteal (TJ)
Master Sergeant
Master Sergeant
Template:Infiltrator Protocol (TJ) Template:Digital Ghost (TJ) Template:Overclocked Brain (TJ)

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
Template:Revival Protocol (TJ)
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.
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.
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.
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.
ECM
* The effect is removed if the Dragoon dies or evacs. * Passive.
Enemies have 10% smaller detection range against all squad members.
Shield Protocol
* Grant a friendly unit 3/5/7 bonus ablative hit points. * The shield also grants poison immunity until all ablative hit points are lost. * Has 2 charges
Grant a friendly unit bonus ablative hit points.
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.
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.
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.
Template:Sprint (TJ)
Advice
* Costs 1 action, does not end the turn. * Can be used on any ally within line of sight. * Raises chance to score a critical hit by 20%. * Provides an extra 10% bonus if used on the soldier's Bondmate. * Lasts 2 turns. * Has a 3 turn cooldown.
Share the tricks of the hunting trade with an ally. Raises chance to score a critical hit.
Template:Gremlin Sustain (TJ)
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Ghostwalker
*Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s) (including the current turn), as denoted by red tiles surrounding enemies who are not alerted to your presence. *Ghostwalker has a 4 turn cooldown. *Requires no actions to activate. *This ability also grants a small reduction in this soldier's impact on infiltration times. *Does not apply to ADVENT security towers.
Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s).
Chasing Fire
* Chasing Fire will not be triggered by other reaction attacks. * Will not trigger during Field Of Zero.
Once per turn, the soldier follows up an ally's attack with a reaction shot.
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.
Template:Stealth (TJ)
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Hostage Protocol
* Hostage Protocol has 2 charges per mission.
Send the GREMLIN to an enemy to take them hostage. The hostage can be used as full cover.
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.
Stalker
* The bonuses are lost immediately when you lose concealment.
Gain +3 Mobility and +10 Aim while concealed.
Shadowborn
* -33% detection radius while concealed. * +15 aim and crit with all shots from concealment.
The soldier is much more difficult to detect while concealed. Also, small bonuses to aim and crit while in concealment.
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.
Puppeteer
* You can still only make one attempt to use Haywire Protocol per enemy unit.
Haywire Protocol no longer has a cooldown and doesn't end the turn.
Damn Good Ground
*Confers +10 aim and +10 defense against targets at a lower elevation. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Confers +10 aim and +10 defense against targets at a lower elevation.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.
Rocketeer
* Heavy weapons are weapons such as the shredder gun that can only be mounted on an EXO or WAR suit.
Your rocket launcher or heavy weapon gains a bonus use.
Template:Scout's Overwatch (TJ)
Sensor Overlays
* This doesn't count enemies only visible through squadsight.
All squad members get +10 Crit chance against enemies you can see.
Template:Homing Mine (TJ)
Hit and Run
*Cannot be used on the same turn as Run and Gun. *Bonus full actions from Serial and Death from Above will be awarded first.
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters.
Extra Munitions
* The free grenade is not affected by Packmaster.
Grants 1 free explosive grenade item to your inventory.
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.
Winter Protocol
* Has 2 uses per battle.
Send the GREMLIN to deliver a cryogenic explosive. Deals cold damage and inflicts bitterfrost.
Field Surgeon
*Field Surgeon reduces the number of hit points a soldier must heal after being wounded in battle by 1. *Multiple Field Surgeons on a mission have a chance to reduce wound recovery time further. *The effect includes the soldier with the ability. *It does not affect soldiers who suffered killing wounds and are stabilized from bleeding out.
Reduce wound recovery times for most soldiers.
Medical Protocol
*Upgrading your GREMLIN will lead to more HP healed per charge. *GREMLIN Heal or GREMLIN Stabilize, when used as your first action, will not end your turn.
The GREMLIN can perform healing actions remotely: GREMLIN Heal and GREMLIN Stabilize. The GREMLIN has a single charge. If a medikit is equipped, the GREMLIN will gain an additional charge.
Template:Shadow Strike (LWOTC) Template:Restorative Mist (TJ)
Aid Protocol
*Aid Protocol, if used with your first action, will not end your turn. *As Aid Protocol takes effect immediately, it can be used to defend against reaction fire from enemies. *More advanced GREMLIN models will increase the defensive bonus granted by Aid Protocol.
Command your GREMLIN to move to a friendly target. It grants that target a bonus to Defense until the start of the next player turn.
Triage
* Restores 8 health to the user and surrounding allies within 8 tiles. * Removes Burning, Acid, and Poison. * Has 1 charge.
Restores health to the user and surrounding allies. Removes Burning, Acid, and Poison.
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.
Combat Protocol
* This ability has a 3-turn cooldown. * Upgrading your GREMLIN will lead to more damage per charge.
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.
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.
Minelayer
* Provides one free proximity mine. * That's right. The sectopod-tech-exclusive item. For free. From this perk.
Provides one free proximity mine.
Stasis Field
* Stasis Field affects both allied and enemy units. * Can be used once per mission. * Radius is 4 tiles.
Puts the Dragoon and all nearby units into stasis for one turn. Units in stasis cannot act and are immune to damage. Can be used once per mission.
Template:Scanning Protocol (TJ) Template:Free Scanner (TJ)
Surefire Shot
* Always hits, but cannot crit. * Cannot be dodged or deflected. * Weapon damage is converted to fire, so Surefire Shot cannot be used against fire immune foes. * Has 2 charges.
Fire a searing round that's sure to hit. Deals fire damage and inflicts burning.


Agenet info (fix)

Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 0 1 0 0 0 1 0
Aim
Aim
3 3 3 2 3 3 3 2
Will
Will
4 4 0 0 0 0 0 0
Hacking
Hacking
60 20 20 20 20 20 20 20
Total Health
Health
0 0 1 1 1 1 2 2
Aim
Aim
3 6 9 11 14 17 20 22
Will
Will
4 8 8 8 8 8 8 8
Hacking
Hacking
60 80 100 120 140 160 180 200

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