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

Revision as of 05:20, 11 May 2025

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Infantry
Infantry
Infantry

Class Overview

Our Infantry bring to bear sustained firepower at short and medium ranges. They're a key member of any squad.

Weapons

Primary: Rifles, SMGs, Shotguns.

Secondary: Arc Thrower

Abilities

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

Rank Ability
Squaddie
Squaddie
Stun
*The Arc Thrower is effective anywhere in the soldier's sight range, doing no damage but stunning targets for their next turn if it hits. *Improved versions can extend the duration of the stun effect. *Requires one action and ends the soldier's turn when fired. *Can use every other turn. *Ineffective against mechanized units without additional soldier training.
Fire your Arc Thrower to incapacitate a target.
Suppression
*Suppression costs 2 ammo points to use, but has no cooldown. *Suppression will be canceled if the suppressing unit is damaged. *If multiple units suppress a target, the aim penalty will not stack. *May not be used if sniper rifle or shotgun-class weapons are equipped. *Suppression restricts many of the target's abilities, including the use of rockets and grenades. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression.
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression.
Bandolier
* Infantry can equip two different ammo items at the same time, but can only benefit from one at a time. If two ammo items are equipped the Infantry will gain a Swap Ammo ability that allows them to change the active ammo type. * Consider which ammo you should take on each mission. Infantry become much more powerful when equipped with an ammo type appropriate to the situation.
Grants an extra utility item slot only usable for ammo. Ammo in this slot will not drain mobility, even if it will be displayed as such in the armory.
Rifleman Dependable Support
Lance Corporal
Lance Corporal
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.
Focus
* This applies to any reaction shot, e.g. Overwatch, Suppression, or That's Close Enough. * Although the first reaction shot each turn will never miss, it can still graze.
Your first reaction shot each turn is guaranteed to hit.
Jolt Awake
* Jolt Awake can be used to revive unconscious soldiers, including those who have been stabilized after bleeding out. * Also confers an ability that can be used to stabilize bleeding out allies at range. * Has a 3 turn cooldown.
Fire the arc thrower at an ally to remove any negative mental status effects: Disoriented, Stunned, Panicked, or Unconscious.
Corporal
Corporal
Mayhem
*Gain 25% bonus damage against enemies who attempt to move when suppressed.
Gain 25% bonus damage against enemies who attempt to move when suppressed.
Arc Pulser
*The Arc Pulser is effective anywhere in the soldier's sight range. *Requires one action and ends the soldier's turn when fired. *Can use every other turn. *Damage to mechanical units increases as arc thrower technology improves. *Reduces enemy hack defense by 20.
Your Arc Thrower now damages mechanical enemies and reduces their defense against hacking attempts.
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.
Sergeant
Sergeant
Suppressing Fire
* Suppressing Fire requires 3 ammo to use, but the shot consumes only 1. * Suppressing Fire has a 1 Turn(s) cooldown.
Take a shot with your Rifle. If the target is still alive, suppress them. Has a 1 Turn(s) cooldown.
That's Close Enough
*Will not trigger if soldier is concealed. *Only works on enemy turns. *This ability can trigger 1 time(s) per turn.
During enemy turns, fire your arc thrower at any visible enemy within 1 tile(s) that moves or fires. Shares cooldown with the arc thrower's Stun ability.
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.
Staff Sergeant
Staff Sergeant
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.
Stun Gunner
*The bonus starts at +20 and increases with better Arc Thrower technology, to a maximum of +30.
Your Arc Thrower now has a bonus to hit.
Avenger
*Avenger will not activate if this unit is shot at. *Can only activate during the enemy's turn. *Can only trigger once per turn.
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.
Tech Sergeant
Tech Sergeant
Cyclic Fire
* Special Shot: Fire three shots at a target in a single attack. Requires two actions and all shots have a -15 penalty to aim. * Requires 3 ammo. * Cyclic Fire has a 3 turn cooldown. * Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have a -15 aim penalty. Has a 3 turn cooldown.
Improved Suppression
* Disoriented units have reduced Aim and Mobility, and can't use most special abilities. * The disorientation is applied when you activate suppression. * This ability will disorient any unit (including robotic enemies) unless the unit is specifically immune to disorientation. * Having the suppression broken won't remove the disorientation early.
Your Suppression and Area Suppression abilities also disorient the primary target.
Second Wind
* If you use a medikit on yourself, you gain the bonus action point. * Medikits can be used not only on injured units but also on units that are suffering from status effects, including different levels of bitterfrost.
Using a medikit on a unit also grants that unit a bonus action point.
Gunnery Sergeant
Gunnery Sergeant
Shooting Sharp
*Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.
Quick Zap
*Activate this ability to make your next arc thrower shot a free action. *Quick Zap has a 4 turn cooldown. *Applies to the abilities Stun, Arc Pulser and Chain Lightning.
Activate this ability to make your next arc thrower shot a free action. Has a 4 turn cooldown.
Savior
*Effect applies to GREMLIN heal, Medikits and Restoration abilities.
Healing abilities restore four additional hit points.
Master Sergeant
Master Sergeant
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.
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.
Call For Fire
* Requires one action point and ends the user's turn. * Allies affected by this ability will not automatically end their turn. * 5 turn cooldown.
Enter overwatch. All allies in a 7 tile radius around you also enter overwatch.

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
Salvo
*Soldiers with the Salvo ability are prime candidates for heavy armor.
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
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.
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.
Thousands To Go
* Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. * Does not activate when killing Lost. * Passive.
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive.
Iron Curtain
*If this cone-based attack hits, Iron Curtain does 50% of normal damage and imposes -8 mobility to the enemy for 2 turn(s). *Iron Curtain has a 3 turn cooldown. *Uses 3 ammo. *Can be used after moving. *Iron Curtain does not work with shotguns or sniper rifles. *Allies in the cone can be hit by this ability.
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
Unlimited Power
*Works for all arc thrower abilities, including Chain Lightning.
Firing your arc thrower no longer ends your turn.
Against the Odds
* If you're facing enough enemies to hit the +20 cap, run.
Gain +2 Aim per enemy the squad can see (max +20).
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.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
Lock 'N Load
*Kills with your primary weapon restore 1 ammo.
Kills with your primary weapon restore 1 ammo.
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
Electroshock
*A miss with your Arc Thrower still disorients non-robotic targets.
Your Arc Thrower disorients the target when it misses.
Open Fire
*Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
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.
HEAT Arsenal
* HEAT Arsenal provides a substantial damage increase against robotic enemies such as MECs and Sectopods. * The damage increase happens before damage is reduced by Armor. * Combining HEAT Arsenal with Bluescreen Rounds will deal devastating damage to any robotic enemy. * HEAT Arsenal affects all damage sources, including but not limited to firearms, explosives, and melee attacks.
Confers +30% damage against robotic targets.
Stop At Nothing
* Stop At Nothing will work with any activated ability that gives you reaction shots, including Fend Off.
Whenever you enter overwatch or use suppression, you gain +20 Defense until the start of your next turn.
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.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Booster Shock
* Has a 2 turn cooldown. * Cleanses Immobilize on the target.
Fire the Arthrower at an ally to grant a bonus move action and temporary shadowstep.
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.
Lockdown
*Gain +20 to hit against enemies who attempt to move when suppressed. *This stacks with other reaction fire bonuses.
Gain +20 to hit against enemies who attempt to move when suppressed.
Hail of Bullets
*Hail of Bullets requires 3 ammo points. *Hail of Bullets has a 5 turn cooldown. *Hail of Bullets does not work with sniper rifles.
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
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.
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.
Zero In
* Zero In can help compensate for not being able to move to get a better shot while using Bullet Swarm. It makes it much more likely that at least one shot in a turn will hit. * Zero In doesn't apply to reaction shots.
When you miss an attack, you get +20 Aim on your next attack.
Inspire Agility
*Give a friendly unit 30 Dodge until the start of your next turn. *Killing an enemy unit grants an extra charge. *Usable once per turn. *Starts with one charge and is a free action.
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.
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.
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.
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.
Death From Above
*Death From Above can combo well with pistol abilities or can simply make a soldier more mobile. *Also grants a long-range accuracy bonus for sniper rifles and vektor rifles at any elevation.
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.
Trade Fire
* Until the start of next turn, fire at any enemy that takes a hostile action. * Your shots do not have a reaction penalty. * Your shots are taken after the enemy's hostile action. * Ends your turn when used. * 3 turn cooldown.
Until the start of next turn, fire at any enemy that takes a hostile action. Your shots do not have a reaction penalty. 3 turn cooldown.
Entrench
* It's often better to stay in worse cover and Entrench before firing rather than moving to better cover.
Increase Defense by 30 and Dodge by 50 until you move. Only works in cover.
Resilience
*Enemy attacks against you suffer a -30 penalty to critical hit chances.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
Combat Fitness
*Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Arc Welder
*Starts each battle with 2 charges that heal 4 HP. *Works for any friendly robotic unit, including SPARKs, resistance MECs and hacked ADVENT units.
You can use your arc thrower to heal friendly mechanical units.
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
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.
Packmaster
* This includes non-grenade items such as medikits and mimic beacons.
Limited-use items in utility slots gain a bonus use. This does not include grenades in the grenade-only slot.
Priority Target
* If multiple enemies are equally distant, you get the bonus against all of them. * Priority Target doesn't affect melee attacks.
You get + 10 Aim and +10 Crit chance on ranged attacks against the closest visible enemy.
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. *For Shinobis and Gunners, this perk is applied to their secondary weapon.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
Stiletto
*Shots fired with your primary weapon pierce 3 armor.
Shots fired with your primary weapon pierce 3 armor.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
Fend Off
* Has a 5 turn cooldown.
Enter a special overwatch which grants up to 3 reaction shots and the Covering Fire ability. 5 turn cooldown.
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.
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.
Extra Munitions
* The free grenade is not affected by Packmaster.
Grants 1 free explosive grenade item to your inventory.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Tradecraft
*This soldier has significantly reduced infiltration times while on missions.
This soldier has significantly reduced infiltration times while on missions.

Stat Progression

Totals -> Aim: 20 HP: 3 Will: 8 Hack: 0 Dodge: 0

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