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slag is actually called singe and bleeding rounds is actually called exsanguination
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Revision as of 01:19, 23 May 2025

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Akimbo
Akimbo
Akimbo makes use of dual single-handed firearms to engage enemies at close and medium range, and can specialize in gunplay and avoidance, or surprising enemies with a barrage of melee attacks..

Class Overview

Akimbo makes use of dual single-handed firearms to engage enemies at close and medium range, and can specialize in gunplay and avoidance, or surprising enemies with a barrage of melee attacks.

Weapons

Primary: Pistols

Secondary: Pistols

Abilities

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

Rank Ability
Squaddie
Squaddie
Dual Weapon Specialization
* Most dual wielded attacks will attack from both weapons separately. Each shot will use a separate aim roll, and will be affected by Upgrades applied only to that specific weapon.
This soldier has undergone special training and does not suffer Aim penalties while using dual firearms.
Pistol Whip
* Pistol Whip deals normal weapon damage, but it does not gain a critical chance bonus for flanking or bonus effects from special ammo. * Each weapon strike uses a separate aim roll.
Move to an enemy and strike with both weapons, dealing normal damage.
Magnum
* Applies to any ability that makes use of pistols.
All pistol shots have no long range penalty.
Covering Fire
* If triggered by an enemy action, Covering Fire will trigger before the enemy action completes. * In addition, having the Covering Fire ability allows the owner to ignore 2/3 of cover bonuses with reaction fire.
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses.
Gun Fu Scrapper Reactionary
Lance Corporal
Lance Corporal
Trick Shot
* Requires dual pistols. * Can be activated only against enemies in Cover. * Ignores Defense bonuses from cover. * Deals damage only from the mainhand weapon. * This ability benefits from Hunter's Instinct and provides the same Crit Chance as an actual flanking shot would, but will not benefit from other flanking bonuses. * No cooldown.
A special dual pistol shot against a target in cover. Ignores cover bonuses and has +40% Crit Chance, but deals damage only from the mainhand weapon.
Trigger Guard
* Gain passive +20 Aim bonus to ALL melee attacks while dual wielding firearms. Pistol Whip no longer ends turn if the enemy is already within melee range.
Gain passive +20 Aim bonus to ALL melee attacks while dual wielding firearms. Pistol Whip no longer ends turn if the enemy is already within melee range.
Russian Roulette
* Shots will continue to be taken until a hit is made, ammo runs out or there are no more targets to shoot at. * Critical hits and grazes both are considered "hits" for the purposes of this ability. * Only affects regular Overwatch; Return Fire and similar abilities that grant other kinds of reaction shots are unaffected. * This soldier won't continue to make Overwatch shot attempts if their Overwatch is removed, e.g. by taking damage, being suppressed or becoming disoriented.
When on Overwatch, if your shot misses, another shot will be taken as long as ammo is available.
Corporal
Corporal
Leg Shot
* Requires dual pistols. * Each hit of this ability reduces enemy Mobility stat by 10. It will not prevent enemies from teleporting or using grapple. * No cooldown.
A special dual pistol shot that will reduce enemy mobility, and potentially immobilize them. Deals half damage and cannot crit. Mobility reduction lasts 1 turn.
Electrified Spikes
* This effect is applied to the secondary attack of the Pistol Whip. * If you're using this ability with Musashi's RPG Overhaul, then be aware it works ONLY with Akimbo's melee attacks.
Repeat melee attacks against the same target have a 75% chance to disorient. Melee attacks against disoriented enemies have a 75% chance to stun. Additionally, melee attacks against disoriented or stunned enemies will Shred 1 armor for each hit.
Spinning Reload
* Use Spinning Reload during your turns to gain a "free" Overwatch Action Point. * Alternatively, Spinning Reload will trigger automatically during enemy turns if the soldier runs out of ammo, and they still have at least one Overwatch Action Point remaining. * If at the start of your next turn the soldier still has at least one Overwatch Action Point, they will reload even if they still have some ammo remaining, just so the Overwatch Action Point doesn't go to waste. * If Overwatching with the reloaded weapon requires more than 1 action point, Pistol Overwatch will be used instead.
Reloading your weapon grants an Overwatch Action Point. Additionally, this ability allows the soldier to automatically reload during enemy turn using Overwatch Action Points.
Sergeant
Sergeant
Bullet Time
* Normally Akimbo cannot get Fan Fire, this is for the purposes of compatibility with Musashi's RPG Overhaul.
Pistol Shot, Trick Shot, Leg Shot, Checkmate, Unload and Fan Fire no longer end turn.
Buckle Your Swash
* Free actions, reaction and triggered attacks will not trigger the pistol shot. * Will only trigger on the primary target of the melee attack. * Yarr.
Follow up melee attacks with a reactive pistol shot.
Quicksilver
* This ability makes it possible to activate Overwatch several times per turn, gaining additional Overwatch Action Points with each activation. * Actual Ability Cost is not affected. E.g. Sniper Rifle Overwatch will still require two Action Points to activate.
Overwatch no longer ends turn. Additionally, reaction shots have +20 Aim.
Staff Sergeant
Staff Sergeant
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Whirlwind
*A soldier can only gain one move per turn with this ability.
If you hit with a melee attack during your turn, gain a bonus move.
Double Time
* Double Time can be used to move very long distances in a single turn, or to move and then take a normal sniper rifle shot. * The extra move action from Double Time is wasted if you use an ability that ends your turn, like firing your weapon, before taking the move. * Double Time has a 3 turn cooldown.
Gain a bonus move action this turn. 3 turn cooldown.
Tech Sergeant
Tech Sergeant
Fearsome
* Perks like This One's Mine and Deadshot can help you get critical hits. * Critical hits with any of your weapons can trigger Fearsome.
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic.
Dirty Kick
* This ability includes movement and counts as a melee attack, but it does not deal any damage, even with Hunter's Instincts. * Cannot be used against large or robotic enemies. * If hits, stuns for 3 actions, meaning that most enemies will spend their next whole turn stunned, and they will have one action on a turn after that. * Costs 1 action and doesn't end turn. * 3 turn cooldown.
Move to an enemy and kick them in a vulnerable spot. If hits, stuns for 3 actions.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Gunnery Sergeant
Gunnery Sergeant
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.
Concussive Blows
* Affects only Melee attacks. * Disorient chance: 100%, duration: 2 turns. * Stun chance: 100%, stun lasts for 2 actions. * Disorientation and Stun from Concussive Blows require a critical hit: True.
Your melee critical hits Disorient. Critical hits against disoriented enemies Stun. Melee attacks against stunned enemies deal 25% more damage. Gain 10% melee crit chance.
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.
Master Sergeant
Master Sergeant
Slam Fire
* With the proper setup, you can trigger Slam Fire many times in a turn. Try removing enemies' cover, or using other abilities to boost your critical hit chance. * Activating Slam Fire does not cost an action. * Cannot be used after Run and Gun and other abilities that refund actions and disables them for the rest of the turn. * Equip your weapon with a Laser Sight and an Expanded Magazine or Autoloader to maximize Slam Fire's potential.
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.
Take Initiative
* Each enemy can trigger one dual melee attack from Take Initiative or CQC Supremacy per turn. * This limit resets at the end of your turn and at the end of enemy turn. * These attacks count as reaction attacks and will have aim penalties.
After attacking an enemy with Pistol Whip, immediately trigger an additional dual melee reaction attack against every enemy in melee range, including the original target.
Rapid Reaction
*When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/10/15/20/25/30/35 AP by tier.

Tier 1
10 AP
Tier 2
10 AP
Tier 3
15 AP
Tier 4
20 AP
Tier 5
25 AP
Tier 6
30 AP
Tier 7
35 AP
Parkour
* This soldier is able to climb walls. Note that windows cannot be climbed.
This soldier is able to climb walls.
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
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.
Zone of Control
*All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
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.
Precision Shot
*Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. *Precision Shot has a 4 turn cooldown.
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown.
Heavy Hitter
* Heavy Hitter also increases the damage from burning, poison, or acid caused by your attacks by 1.
All your attacks deal +2 damage.
Traverse Fire
*After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
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.
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.
Lightning Hands
* Lightning Hands can combo well with two-action abilities, as it does not prevent their use in the same turn. * Lightning Hands has a 3 turn cooldown.
Fire your pistol at a target. This attack does not cost an action.
Cutthroat
*Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.
Stiletto
*Shots fired with your primary weapon pierce 3 armor.
Shots fired with your primary weapon pierce 3 armor.
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.
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.
Warning Shot
* Fire your primary weapon just over the target's head, causing them to panic. This attack deals no damage. Uses 2 ammo. 1 use(s) per mission.
Fire your primary weapon just over the target's head, causing them to panic. This attack deals no damage. Uses 2 ammo. 1 use(s) per mission.
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.
Duel
* The soldier marks an enemy to Duel. Both parties receive guaranteed chance to hit one another. Duel lasts until the encounter is over.
The soldier marks an enemy to Duel. Both parties receive guaranteed chance to hit one another. Duel lasts until the encounter is over.
HEAT Ammo
* HEAT Ammo 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 Ammo with Bluescreen Rounds will deal devastating damage to any robotic enemy. * HEAT Ammo affects all damage sources, including explosives.
Confers +50% damage against robotic enemies.
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.
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.
Nimble Hands
* As a free action, reload your weapon. Can be used every 3 turns.
As a free action, reload your weapon. Can be used every 3 turns.
Battlefield Awareness
*When Battlefield Awareness is triggered the soldier is immune to the next damage-dealing attack during the enemy turn, including area of effect attacks.
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.
Dedication
*Gain 2 mobility and ignore reaction fire for the rest of the turn. *Free action. *Dedication has a 4 turn cooldown.
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
Gambler
* Deal increased damage with attacks based on how likely they are to miss.
Deal increased damage with attacks based on how likely they are to miss.
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.
Fire First
* Can only activate during the enemy's turn. * Passive.
When an enemy attempts to shoot at you, you will pre-emptively take a primary weapon shot at them.
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.
Singe
* Primary weapon attacks have a 33% chance to set fire to enemies, and Shred 1 armor.
Primary weapon attacks have a 33% chance to set fire to enemies, and Shred 1 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.
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.
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
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.
CQC Supremacy
* Each enemy can trigger one dual melee attack from CQC Supremacy or Take Initiative per turn. * This limit resets at the end of your turn and at the end of enemy turn.
Free dual melee attacks against enemies moving or attempting action in melee range.
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.
Field Of Zero
* Effect lasts until the start of the next turn. * Field of Zero will be even be triggered by bondmate's reaction attacks. * Can be triggered multiple times on the same target if allies make multiple attacks against them. * Chasing Fire, Dogpile and Pincer Movement will not trigger during Field Of Zero. * One use per mission.
Activate to cause the soldier to follow up allies attacks with reaction shots.
Infighter
*Gain 40 dodge against attacks within four tiles. *Dodge bonus also applies to melee attacks. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 40 dodge against attacks within four tiles.
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.
Gunslinger
* There is no limit to the amount of shots a soldier can take. * Range is 7 tiles. * Gunslinger has a 3 turn cooldown. * Cannot be used from concealment.
Take a reaction shot that is guaranteed to hit and crit with your pistol against any enemy that moves or attacks within 7 tiles.
Concentration
*Attacks that would normally graze their target are automatically upgraded to normal hits. *Applies to primary weapons, secondary weapons, and pistols.
Your grazing attacks are automatically upgraded to normal hits.
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.
Dervish
* More advanced weapons will deal more damage and shred more armor. * Breach is excellent for destroying cover, but deals less damage and has a smaller radius than a launched grenade. * Guaranteed damage makes Breach good for finishing off low-hp enemies. * Breach cannot crit. * Breach requires 3 ammo points and has a 3 turn cooldown.
Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s).
Mighty Critical
* Might grants 30% increased damage (minimum +1), expending one Might stack per attack. * Can only trigger once per ability, even if the soldier critically hits multiple targets.
After landing a critical hit, gain Might.
Executioner
*Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
Scout's Watch
* Overwatch replaced with Scout's Watch. * Scout's Watch - Overwatch over a long, narrow cone. * Can reactively fire upon movement. * Can crit and doesn't suffer from reaction fire penalties.
The soldier no longer has reaction fire penalties with overwatch and can crit, but can only watch over small regions.
Poison Dart Volley
* Has a 4 turn Cooldown. * Only the first shot deals normal damage. * The other darts do a fixed 1 poison damage.
Fire a volley of 3 darts that inflict poison and agony.
Checkmate
* Can be used only against stunned, unconscious or panicked enemies within 1 tile. * Does not include movement. * Checkmate always hits and always crits. * Costs 1 ammo. No cooldown.
A special mainhand attack that deals 100% bonus damage (300% if using dual pistols) to a stunned, unconscious or panicked enemy at close range. Always hits and always crits.
Sparkfire
* Take a special shot that sets the target on fire, dealing 2-4 damage per turn, and detonates carried explosives. Costs 3 ammo and has a 4 Turn(s) cooldown.
Special shot that sets the target on fire, dealing 2-4 damage per turn, and detonates carried explosives. Costs 3 ammo.
Lock 'N Load
*Kills with your primary weapon restore 1 ammo.
Kills with your primary weapon restore 1 ammo.
Sentinel
*Reaction shots may only target an enemy once.
When in overwatch, you may take two reaction shots.
Impulse
*Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
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.
Reflex
*The Grapple makes the Skirmisher a great advance scout, and Reflex rewards their aggressive positioning. *Reflex can only be triggered once per turn.
When fired upon, gain one extra action on the next turn. Triggers no more than once per turn. Attacks against you suffer a -15 penalty to critical hit chances.
Exsanguination
* Applies to most assigned weapon attacks as well as most pistol attacks. * Damage based on max HP is reduced by half against the Chosen and does not apply against the Alien Rulers.
Your primary weapon attacks inflict bleeding, dealing 15% of the target's max HP (rounded up) damage per turn for 2 Turn(s).
Implacable
*The Fleche ability cannot be used after gaining a bonus move from Implacable.
If you score one or more kills on your turn, you are granted a single bonus move.
Frantic Fire
* This skill cannot target the same enemy twice. Therefore, if there is only one unit within your pistol's range, they will be shot at only once. * Has a 3 turn Cooldown.
Free Action. Instantly fire your Pistol at two random enemies.
Cold Blooded
* Action will not be given if your standard shot inflicted the target's only status ailment. * Can activate once per turn. * Standard shot abilities also include Standard Sniper Shot, Light 'Em Up and Pistol Shot.
Once per turn, gain an additional action after taking a standard shot at an enemy suffering from bleeding, poison, burning, or acid burning.
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.


Stat Progression

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
5 3 3 1 1 1 1 1
Will
Will
5 0 0 0 0 0 0 0
Hacking
Hacking
0 5 0 0 5 0 5 0
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
5 8 11 12 13 14 15 16
Will
Will
5 5 5 5 5 5 5 5
Hacking
Hacking
0 5 5 5 10 10 15 15

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