Infantry (TJ): Difference between revisions
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Revision as of 05:20, 11 May 2025

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
for more information.
| Rank | Ability | ||
Squaddie |
Fire your Arc Thrower to incapacitate a target. |
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. |
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 |
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. |
Your first reaction shot each turn is guaranteed to hit. |
Fire the arc thrower at an ally to remove any negative mental status effects: Disoriented, Stunned, Panicked, or Unconscious. |
Corporal |
Gain 25% bonus damage against enemies who attempt to move when suppressed. |
Your Arc Thrower now damages mechanical enemies and reduces their defense against hacking attempts. |
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 |
Take a shot with your Rifle. If the target is still alive, suppress them. Has a 1 Turn(s) cooldown. |
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. |
Reduce wound recovery times for most soldiers. |
Staff Sergeant |
You do one additional point of base damage when using guns. |
Your Arc Thrower now has a bonus to hit. |
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 |
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. |
Your Suppression and Area Suppression abilities also disorient the primary target. |
Using a medikit on a unit also grants that unit a bonus action point. |
Gunnery Sergeant |
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover. |
Activate this ability to make your next arc thrower shot a free action. Has a 4 turn cooldown. |
Healing abilities restore four additional hit points. |
Master Sergeant |
Take an action after dashing. |
A chaining arc thrower attack that stuns up to 5 targets. |
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 |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive. |
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon. |
Firing your arc thrower no longer ends your turn. |
Gain +2 Aim per enemy the squad can see (max +20). | |
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. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
Kills with your primary weapon restore 1 ammo. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Your Arc Thrower disorients the target when it misses. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
Ranged attacks against flanked enemies deal +2 damage. | |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Confers +30% damage against robotic targets. |
Whenever you enter overwatch or use suppression, you gain +20 Defense until the start of your next turn. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Grants 1 free flashbang item to your inventory. |
Fire the Arthrower at an ally to grant a bonus move action and temporary shadowstep. |
Take a shot with a small aim penalty for a significant damage boost. | |
Gain +20 to hit against enemies who attempt to move when suppressed. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
Once per mission, become immune to death and incapacitation until the end of your next turn. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
When you miss an attack, you get +20 Aim on your next attack. |
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. |
Your primary weapon attacks shred armor. | |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
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. |
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. |
Increase Defense by 30 and Dodge by 50 until you move. Only works in cover. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. | |
You can use your arc thrower to heal friendly mechanical units. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
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. |
Limited-use items in utility slots gain a bonus use. This does not include grenades in the grenade-only slot. |
You get + 10 Aim and +10 Crit chance on ranged attacks against the closest visible enemy. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
Shots fired with your primary weapon pierce 3 armor. | |
Grants one free smoke grenade item to your inventory. |
Enter a special overwatch which grants up to 3 reaction shots and the Covering Fire ability. 5 turn cooldown. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Grants 1 free explosive grenade item to your inventory. |
Makes partial cover count as full. |
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 | |||||||||
| 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 | |