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[[ | [[Ted Jam|Back To Main Page]]{{Toc_(LWOTC)|40}}[[File: TJ class Warden.png|center|frameless|96px|Warden|link=]]<div style="text-align: center;">'''Warden'''</div> | ||
== Class Overview == | == Class Overview == | ||
Revision as of 12:58, 4 June 2025

Warden
Class Overview
Wardens are psionically gifted scouts. However, they have not received traditional training in psionics, and the way they use it differs from what we've seen before. Instead of using a Psi Amp to amplify their mind's power, they make their body act as a conduit for the dormant psionic energy around the battlefield. They affect it in various ways as the energy passes through them.
Weapons
Primary: Rifles, SMGs, Shotguns.
Secondary: Sword
Abilities
Mouse-over
for more information.
| Rank | Ability | ||
Squaddie |
Wardens are able to change stances instead of ending their turn after certain abilities, provided they have an Action Point left. |
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. |
Attack any enemy within movement range with your secondary weapon. Activate Ebb and Flow and change Stance if you have an Action Point left. |
|---|---|---|---|
| Ebb | Tide | Flow | |
Lance Corporal |
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover. |
Allows the Warden to change stances without attacking. Free action on a 3 turn cooldown. Activates Ebb and Flow. |
Sword attacks shred armor. They also get +10% Hit Chance and do +1 Damage. |
Corporal |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Concentrate on your next move. Defensive Stance: +15% Hit and Critical Chance and +2 Damage for Critical hits for 2 turns. Offensive Stance: +10% Hit and Critical Chance and +1 Damage for Crits. Activates Ebb and Flow. Removes Disorientation. 1 turn cooldown. Refresh the initial effect's duration if its already active. |
A guaranteed melee knockback attack which does 2-3 damage and disorients the target if activated in Defensive Stance. Activates Ebb and Flow. Can apply bonus weapon effects. |
Sergeant |
Your ranged attacks deal +2 more damage to units at 50% HP or less. |
Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s). |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Staff Sergeant |
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. |
Gain the Transposition ability, letting you swap positions with an ally or enemy. You can use Transposition when in either stance. |
Become one with the movement, gaining supernatural dodging abilities. Once per turn, gain a movement AP after activating Ebb and Flow. Also grants a Sixth Sense to be able to dodge AOE and multitarget attacks. |
Tech Sergeant |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor. |
Gunnery Sergeant |
A succesful shot will cause the target to lose its balance. Target takes an additional 25% damage from all sources for the rest of the turn. Available in both stances. Does not end your turn. Costs 2 Ammo. 3 turn cooldown. |
Gain the Teleport ability, letting you instantly teleport anywhere within squadsight. You can use Teleport when in either stance. |
Free Action. Stab an adjacent foe with your blade. |
Master Sergeant |
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching. |
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive. |
A twisting melee strike which deals critical damage and ensures that the target takes an additional +3 damage from all attacks in the future. Offensive Stance only and disables Warden's Advance during the same turn. Activates Ebb and Flow. |
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 |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
An attack with your melee weapon that always hits and doesn't end the turn. Can only be used against wounded targets on 3 or less health. |
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns. |
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. |
Fire a shot that gains damage the closer the target is. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
All your attacks deal +2 damage. |
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. |
All melee attacks deal +1 extra damage and have +10 Aim. |
Foresight protects the Warden against the next damaging attack and removes damaging status effects on activation. Only available in Defensive Stance. Ends your turn. This ability cannot be activated on the same turn with Unwavering Concentration. |
You do one additional point of base damage when using guns. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
Transposition stuns enemies when swapping positions with them. |
Temporarily phase out of existence to teleport to a nearby location. |
Instantly teleport a short distance. Free Action. |
Ranged attacks against flanked enemies deal +1 damage. All attacks have a bonus 10% chance to critically hit enemies. |
Create a pillar of kinetic force that acts as high cover. |
Push back all enemies around the Warden in a large area and stun them. Disorients if in Defensive Stance. Does 4-6 Damage ignoring cover and armor. Stuns for 1 Action Point. Has a 5 turn cooldown. Activates Ebb and Flow. |
This unit is affected by an aura that protects it and surrounding allies from any mental impairments. |
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded. |
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. |
Subsequent shots during a turn provide +5% Hit Chance in addition to +20% Melee Critical and +10% Ranged Critical chance if against the same target. |
Take a highly accurate shot with +30 bonus to hit 66% damage and -30 crit. Uses 2 ammo. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Kills with your primary weapon restore 1 ammo. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
Fire a blazing round in a line, dealing fire damage and burning multiple targets. |
Fire with your primary weapon until out of ammo or the target is dead. Shots cannot critically hit and each shot deals less damage than a standard shot. |
The Psi Operative may immediately extinguish mental impairments for a squadmate. |
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn. |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
After using a melee ability, reload 1 ammo. |
Confers +50% damage against robotic enemies. |
Increases damage against organic targets by 30%. |
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded. |
Put yourself into Stasis until the start of your next turn. Can only be used in Defensive stance and only once every other turn. Costs 1 action and ends the soldier's turn when used. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Grant an extra action to a squadmate. |
Kick an enemy, dealing damage that scales with soldier's rank. This ability can be used only with Move actions. |
Gain +3 Mobility. You are 20% harder to detect while concealed. |
Take an action after dashing. |
There is a chance of an extra loot drop whenever you are on a mission. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
This armor allows the unit to pass directly through obstacles. |
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge. |
Melee attacks that would be countered or reflected instead critically hit. |
As a free action, reload your weapon. Can be used every 3 turns. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
This soldier is able to climb walls. |
Your primary weapon attacks shred armor. |
Take 35% less damage from any melee attack, or attacks from within 5 tiles. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Special shot that sets the target on fire, dealing 2-4 damage per turn, and detonates carried explosives. Costs 3 ammo. |
Strike twice at the target with a lightning-imbued blade. May drives the target into a panic. |
Primary weapon attacks have a 33% chance to set fire to enemies, and Shred 1 armor. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
1 | 0 | 1 | 0 | 1 | 0 | 1 | 0 |
Aim |
3 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
Hacking |
0 | 5 | 0 | 0 | 5 | 0 | 5 | 0 | |
| Total | Health |
1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 |
Aim |
3 | 5 | 7 | 9 | 11 | 13 | 15 | 16 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |
Hacking |
0 | 5 | 5 | 5 | 10 | 10 | 15 | 15 | |