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|LCorporal1={{Maim (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal1={{Maim (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal2={{Tracking (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal2={{Tracking (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal3={{Hidef Holo (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|LCorporal3={{HiDef Holo (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal1={{Shadowstep (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal1={{Shadowstep (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal2={{Evasive (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Corporal2={{Evasive (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}

Revision as of 22:01, 9 May 2025

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Recon
Recon
A dedicated scout class, the Recon is well suited for either small-team stealth missions or supporting larger squads.

Class Overview

A dedicated scout class, the Recon is well suited for either small-team stealth missions or supporting larger squads. The Vanguard excels in flanking with Hunter's Instincts and Shadowstep, while the Spotter stays hidden with Covert and paints enemies with the holotargeter with HiDef Holo.

Weapons

Primary: Rifles, SMGs, Shotguns.

Secondary: Holotargeter

Abilities

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

Rank Ability
Squaddie
Squaddie
Template:Holotarget (TJ) Template:Independent Tracking (TJ) Template:Phantom (TJ)
Vanguard Enigma Spotter
Lance Corporal
Lance Corporal
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.
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.
HiDef Holo
*The critical hit bonus is +10 with the basic Holotargeter, but improves to +15 and +20 with advanced technology Holotargeting devices.
Your Holotargeted enemies are easier to critically hit.
Corporal
Corporal
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.
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.
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.
Sergeant
Sergeant
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.
Reconnoiter
* The Battle Scanners granted by Reconnoiter can be used indefinitely, only limited by the cooldown. * These Battle Scanners are separate from the ones granted by the Battle Scanner item.
Every 4 turns, as a free action, you can use a Battle Scanner.
Rapid Targeting
*Using your Holotargeter no longer ends your turn. *In addition, Rapid Targeting lets you periodically use Holotargeting against a single enemy as a free action. *This works with HiDef Holo, Independent Tracking, and Vital Point Targeting. *This does not stack with Multitargeting. *Rapid Targeting has a 4 turn cooldown. *Holotargeting does not break concealment for your squad.
You may Holotarget an enemy as a free action with a 4 turn cooldown. In addition, Holotargeting no longer ends your turn.
Staff Sergeant
Staff Sergeant
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.
Cover Me
* The overwatch shot and Cool Under Pressure last until the start of your next turn. * Cool Under Pressure grants +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown.
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.
Tech Sergeant
Tech Sergeant
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.
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.
Vital Point Targeting
*The Vital Point Targeting damage bonus is +1 for the basic Holotargeter, and increases to +2 with improved Holotargeting technology. *Damage bonus is applied to melee and direct (non-Area of Effect) projectile attacks.
Attacks against your Holotargeted enemies deal more damage.
Gunnery Sergeant
Gunnery 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.
Ghost Grenade
*This ability only affects a single targeted ally; others in the smoke cloud are not concealed but do receive the defense bonus. *Uses one action and ends your turn. *One use per mission; abilities that add grenade charges do not provide any bonuses. *Only works on XCOM soldiers, as civilians do not have training in concealment techniques. *Small smoke cloud grants 20 defense; dense smoke bonuses do not apply. *It does not fit in the standard XCOM grenade launcher and must be thrown at a visible ally. *The Grenadier cannot use this ability when concealed.
A specialized smoke grenade that causes the targeted ally to enter concealment.
Multitargeting
*HiDef Holo, Independent Tracking, and Vital Point Targeting apply to all targets. *Area of effect radius is 4 tiles for the basic Holotargeter and improves to 5 and 6 tiles with better technology. *Multitargeting has a 2 turn cooldown. *Holotargeting does not break concealment for your squad.
You may Holotarget multiple enemies with a 2 turn cooldown.
Master Sergeant
Master Sergeant
First Strike
* First Strike can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with First Strike must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
While concealed or flanking your target, you deal +3 damage with your primary weapon.
Fade
* Fade will let you use your First Strike bonus multiple times during a battle. * Concealment granted by Fade can also be broken normally. * Fade is a free action and has a 4 turn cooldown.
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action.
Airstrike
* The airstrike will destroy almost all cover in the area of effect. * This ability can be used anywhere your squad has vision even if the user does not have direct line of sight. * Can leave fire in the area.
Once per mission, call in an airstrike that does 8-12 damage in a large area. Costs both actions.

XCOM Abilities

TBD. What's below here is wrong.

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/20/30 AP per tier for offensive perks, 10/15/25 AP per tier for defensive perks and 35 AP for Tier 4 perks.

Tier 1 Defensive
10 AP
Tier 1 Offensive
10 AP
Tier 2 Defensive
15 AP
Tier 2 Offensive
20 AP
Tier 3 Defensive
25 AP
Tier 3 Offensive
30 AP
Tier 4
35 AP
Template:Paramedic (TJ) Template:Arc Welder (TJ) Template:Infighter (TJ) Template:Unlimited Power (TJ) Template:Reconnoiter (TJ)
Reposition
* Reposition only allows standard moves, not other abilities such as reloading your weapon.
You can take a standard move action after firing your standard weapon.
Template:Quick Zap (TJ)
Template:Flashbanger (TJ) Template:Flush (TJ) Template:Survival Instinct (TJ) Template:Hail of Bullets (TJ)
Resilience
* Resilience is useful for controlling the amount of damage you take if you get flanked. * Just because you can't be crit doesn't mean you won't die if you stand out in the open.
You can't be critically hit.
Template:Predator (TJ) Template:Serial (TJ)
Template:Zone of Control (TJ) Template:Like Lightning (TJ) Template:Tactical Sense (TJ) Template:Target Focus (TJ) Template:Tradecraft (TJ) Template:Deadeye (TJ) Template:Lock N Load (TJ)
Template:Ghostwalker (TJ) Template:Locked On (TJ) Template:Focused Defense (TJ) Template:Traverse Fire (TJ) Template:Evasive (TJ) Template:Overkill (TJ)
Stiletto
* Bonus increases with the weapon tier.
Your weapon attacks pierce 2/3/4 additional points of armor.
Template:Deep Cover (TJ) Template:Bring 'Em On (TJ) Template:Low Profile (TJ) Template:Executioner (TJ) Template:Phantom (TJ)
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.
Template:Thats Close Enough (TJ)
Anatomy
* This is an unconditional passive bonus. * The Armor Pierce bonus will not show on attack previews, but it will function when the attack lands.
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
Template:Ready For Anything (TJ)
Template:Disabling Shot (TJ)

Stat Progression

TBD. What's below here is wrong.

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
2 2 2 2 2 2 2 2
Will
Will
5 5 0 0 0 0 0 0
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
2 4 6 8 10 12 14 16
Will
Will
5 10 10 10 10 10 10 10

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