Crasher (TJ): Difference between revisions
Appearance
Brockleedude (talk | contribs) Created page with "Back To Main Page{{Toc_(LWOTC)|40}}center|frameless|96px|Crasher|link=<div style="text-align: center;">'''''Crasher'''''</div> == Cl..." |
Anthogator (talk | contribs) No edit summary |
||
| Line 1: | Line 1: | ||
[[TedJam|Back To Main Page]]{{Toc_(LWOTC)|40}}[[File: TJ class Crasher.png|center|frameless|96px|Crasher|link=]]<div style="text-align: center;">''''' | [[TedJam|Back To Main Page]]{{Toc_(LWOTC)|40}}[[File: TJ class Crasher.png|center|frameless|96px|Crasher|link=]]<div style="text-align: center;">'''''We know this one holds special value to you, Commander. The infamous Jane Kelly, guilty of incitement and disorder. The Elders are eager to speak with her.'''''</div> | ||
== Class Overview == | == Class Overview == | ||
Revision as of 21:40, 2 June 2025

We know this one holds special value to you, Commander. The infamous Jane Kelly, guilty of incitement and disorder. The Elders are eager to speak with her.
Class Overview
The Crasher specializes in taking on multiple opponents at close range. They're equally adept at rushing an enemy position or being the rearguard as the squad moves to evac.
Weapons
Primary: Rifles, SMGs, Shotguns.
Secondary: Sword, Combat Knife
Abilities
Mouse-over
for more information.
| Rank | Ability | ||
Squaddie |
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. |
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target. |
Attack any enemy within blue movement range with your weapon. This attack does not end the turn. |
|---|---|---|---|
| Shell Shock | Cut Down | Escape Artist | |
Lance Corporal |
Special shot for primary-weapon shotguns only: Fire a shot that pierces 2 armor and has no range penalties. Uses 1 ammo. Has a 2 turn cooldown. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Corporal |
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown. |
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Sergeant |
Once per mission, as a free action, set all your cooldowns on abilities back to zero. |
Your missed attacks have an additional roll to become a graze. |
This soldier does not trigger overwatch or reaction fire. |
Staff Sergeant |
Fire a shot that destroys cover and shreds armor in a small area, but deals reduced damage and can't get critical hits. Shotgun only. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Makes partial cover count as full. |
Tech Sergeant |
The radius of your grenades and rockets is increased by 2, and the radius of your Breach ability is increased by 1. |
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Gunnery Sergeant |
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run. |
A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage. |
Limited-use items in utility slots gain a bonus use. This does not include grenades in the grenade-only slot. |
Master Sergeant |
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover. |
Increases damage against organic targets by 30%. |
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action. |
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 |
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies. |
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. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Your flashbang grenades have a 50% chance to stun enemies. |
If you did not attack this turn, hunker down automatically. |
You are immune to multi-target and area attacks. |
Ranged attacks against flanked enemies deal +2 damage. | |
You get an additional 20 Defense and 20 Dodge against attacks by the closest visible enemy while not flanked. |
You do one additional point of base damage when using guns. |
Shots fired with your primary weapon pierce 3 armor. |
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. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Kills with your primary weapon restore 1 ammo. |
Take a shot with a small aim penalty for a significant damage boost. | |
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. |
All melee attacks deal +1 extra damage and have +10 Aim. |
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive. |
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. |
A fast-acting stimulant in your smoke grenades grants units in the initial area +20 Aim and +20 Will for 2 turns. |
Gain 40 dodge against attacks within four tiles. |
The next grenade you throw or launch this turn doesn't cost an action. | |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
Gain +3 Mobility. You are 20% harder to detect while concealed. |
Equipped medikits have 2 extra charges. |
Your smoke grenades confer an additional 10 defense. Also grants one free Smoke Grenade. |
Killing an enemy with your primary weapon reduces the cooldown of all abilities by 1. | |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
You gain +20 Aim and +20 Crit on attacks against adjacent targets. The bonus decreases with range, to a maximum of 6 tiles. |
All your attacks deal +2 damage. |
This soldier is able to climb walls. |
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. | |
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn. |
Your explosives do significantly greater damage to cover objects and other things on the battlefield. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
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. |
At one point, this job involved dialogue. Gain +1 Skullmining charge when carrying the Skulljack. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. | |
As a free action, detonate an environmental explosive with a well placed shot. |
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses. |
When the squad is revealed, this soldier remains concealed. |
Immediately enter concealment once per mission. |
Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s). |
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action. |
Provides one free proximity mine. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
4 | 4 | 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 |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |