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== Abilities ==
== Abilities ==


{{Class Tree (LWOTC)
{{Class Tree (LWOTC4)
|Squaddie1=
|Squaddie1={{Formidable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie2=
|Squaddie2={{Pistol Expertise (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie3={{Formidable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie3={{Spartan Training (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie4={{Pistol Expertise (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie4={{Guard (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie5={{Spartan Training (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Squaddie6={{Guard (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}
|Subclass1=Knight
|Subclass1=Knight
|SubclassM=Viking
|SubclassM=Viking

Latest revision as of 05:28, 10 July 2025

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Long War of the Chosen Main Page
Hoplite
Hoplite
---

Class Overview

The Hoplite is extensively trained in the use of shields, pistols and grenades. They are excellent at protecting their squadmates, as well as punishing enemies that come too close.

Weapons

Primary: Pistols

Secondary: Shields

Abilities

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

Rank Ability
Squaddie
Squaddie
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.
Pistol Expertise
* High Noon negates long range penalties and grants Quick Draw when equipped with a Pistol and Close Encounters when equipped with an Auto-Pistol
Grants additional damage and armour piercing to pistols based on weapon tier. 1/1/2/2/3. Additionally grants High Noon.
Spartan Training
Grants 2/4/6 damage to shield attacks based on tier of equipped shield.
Guard
* Guard reduces the effectiveness of enemy attacks by downgrading their result: if an attack would Crit, it will be downgraded to a regular Hit. Hits are downgraded to Grazes, and Grazes (Dodges) will not hit the soldier at all. * When equipped with a Ballistic Shield, the attack is downgraded twice: Crits become Grazes, and regular Hits and Grazes are Deflected. * Guard will also reduce explosive damage by -50% at the cost of one charge.
Activate to Guard the next incoming attack, reducing its effectiveness. Can be used multiple times to Guard against multiple attacks. Can be used with Move-only actions. When carrying a Ballistic Shield, used automatically if the soldier didn't attack this turn.
Knight Viking Swat
Lance Corporal
Lance Corporal
Perfect Shot
Fire a non-turn ending shot with your pistol that is guaranteed to hit and forces the target to move. Also reduces the defense and dodge of the target. 2 turn cooldown.
Aegis
* The reduction applies to all damage taken while the shield is active, not just damage absorbed by the shield.
Shield Protocol also reduces all incoming damage by 33%.
Moving Target
Gain 15 defense and 50 dodge against reaction attacks.
Corporal
Corporal
Shoulder To Lean On
* Allies within 1 tile gain +5 bonus Aim. * This bonus is increased to +10 Aim when Shield Wall is in effect. * Passive.
Allies within 1 tile gain +5 bonus Aim. This bonus is increased to +10 Aim when Shield Wall is in effect. Passive.
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.
En Garde
* If an enemy begins their turn in an adjacent tile, En Garde will trigger if that enemy tries to attack the soldier * If an enemy does not begin their turn in an adjacent tile, then En Garde will trigger when that enemy moves into melee range. * These attacks will only occur if the soldier currently has Shield Wall activated.
After activating Sheild Wall, perform free Shield Bash attacks on any enemies that enter or attack from melee range.
Sergeant
Sergeant
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.
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.
Shield Charge
* Cannot be used against targets immune to melee damage. * Knocks back the target if it hit. * Destroys cover in the path that the target is knocked back. * Automatically actvates Shield Wall after the attack. * As a shield attack, also inflicts Disorient. * If Shield Trauma is learned, also inflicts a single-action stun. * Has a 3 turn cooldown.
The soldier rushes the target, damaging and knocking them back. Immediatly activates Shield Wall afterward.___
Staff Sergeant
Staff Sergeant
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.
Pack Tactics
* If Shield Wall is active, then all adjacent allies will enter overwatch at the end of the turn. * Passive.
If Shield Wall is active, then all adjacent allies will enter overwatch at the end of the turn. Passive.
Shield Trauma
* Upgrade to the Shield Bash ability.
Make a melee attack with your shield that leaves your opponent disoriented and stunned for 1 action.
Tech Sergeant
Tech Sergeant
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.
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.
Protect and Serve
* Gain a non-movement action point after using Shield Wall. * Passive.
Gain a non-movement action point after using Shield Wall.
Gunnery Sergeant
Gunnery Sergeant
Fan Fire
* Each shot in Fan Fire rolls a separate chance to hit. * Fan Fire can deal a devastating amount of damage if every shot hits. * Fan Fire has a 3 turn cooldown.
Fire the pistol three times at the same target.
Perfected Guard
The first Guard you use per turn will be a free action.
Bloody Knuckles
* This affects ALL melee attacks, including but not limited to attacks with a knife, sword, ripjack, or bayonet, and attacks that don't rely on a weapon such as Bull Rush.
Gain +3 damage with all melee attacks.
Master Sergeant
Master Sergeant
Liquidator
* This affects all pistol attacks, not just standard pistol shots.
Killing an enemy with your pistol doesn't cost an action.
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.
Burial Blade
* Has a 2 turn Cooldown. * Ignores sustain effects, so Burial Blade is especially useful for putting down priests.
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded.

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
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
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.
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.
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.
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.
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.
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.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
Blademaster
*Blademaster deals a bonus +1 damage on every successful melee attack. *Blademaster grants +10 Aim to melee attacks.
All melee attacks deal +1 extra damage and have +10 Aim.
Snake Blood
* Your Dodge is increased by 20 and you are immune to poison.
Your Dodge is increased by 20 and you are immune to poison.
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.
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.
Blaster Mortar
Grants a single use wrist mounted blaster launcher.
Close Quarter Duelist
Take a shot with your pistol at an enemy that moves or attacks within 4 tiles of you. Only procs on aliens turn. Once Per Target.___
Triage
* Restores 8 health to the user and surrounding allies within 8 tiles. * Removes Burning, Acid, and Poison. * Has 1 charge.
Restores health to the user and surrounding allies. Removes Burning, Acid, and Poison.
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.
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.
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.
Adrenaline
* Can activate up to 5 times per mission. * Does not activate when killing Lost. * Passive.
Each time you score a kill, you gain 1 Shield. Passive.
Demolition Cannon
Grants a single use wrist mounted shredder gun. Decimates cover and armour, but deals little damage.
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.
Scout
* This stacks with uses from carried battle scanners.
Grants 1 free battle scanner item to your inventory.
Maim
*Fire a shot with your primary weapon that does normal damage and immobilizes the target until the end of their next turn. *Useful to isolate a high-value target during an ambush. *Uses 1 ammo. *Maim has a 3 turn cooldown.
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.
Tank
* A Dragoon with Tank and an EXO or WAR suit can absorb truly ridiculous amounts of damage, especially if combined with a Plated Vest or Reinforced Vest. * The shield from Shield Protocol doesn't benefit from armor directly, but any excess damage that isn't absorbed by the shield will be reduced by armor. Armor can completely protect against small amounts of damage as long as at least one point gets blocked by the shield. * Light and medium armors provide one extra point of Armor, while heavy armor provides two extra points of Armor.
You gain additional Armor points based on your equipped armor.
Faceoff
* Faceoff is best augmented by an aggressive field position, granting a high chance to hit at multiple targets. * Faceoff cannot be used while in concealment * Faceoff has a 3 turn cooldown
Fire once at every visible enemy with your pistol.
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.
Anatomy
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
Bladestorm
*If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier. *If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range. *Bladestorm does not trigger on your own turn.
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
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.
Stationary Threat
* Gain +1 damage to your primary weapon for each turn that you do not move. * Effect bonus can stack up to 3 times. * Passive.
Gain +1 damage to your primary weapon attacks for each turn that you do not move. Passive.
Blurred
* The farther away the attacker is, the larger the bonuses are.
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker.
Bullseye
* Bullseye is good for weakening tough enemies while also dealing extra damage. * Bullseye applies -20 penalties to Aim, Defense, and Will that last until the end of the battle. * Bullseye has a 5 turn cooldown.
Fire a shot that deals critical damage and gives the target penalties to Aim, Defense, and Will. 5 turn cooldown.
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.
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).
Reaper
*Reaper has a 4 turn cooldown. *Reaper cannot be combined with Run and Gun. *As the damage with each successful Reaper strike is reduced, careful ordering of targets may be required to ensure the longest chain of attacks. *Each kill will reduce damage dealt by 3.
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.
Bolstered Wall
* While Shield Wall is in effect, gain +20 bonus Dodge. * Passive.
While Shield Wall is in effect, gain +20 bonus Dodge. Passive.
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.
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *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 5 dodge per enemy you can see, up to a maximum of +30.
Power Crush
* Ruptures the target, increasing the damage they take by 3. * Power Crush also benefits from the damage bonus of it's own rupture. * As a shield attack, also inflicts Disorient. * If Shield Trauma is learned, also inflicts a single-action stun. * Has a 3 turn cooldown.
Strike target with a crushing attack. Deals damage and inflicts significant rupture.
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.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.
Back To Back
* The effect is lost if one of the soldiers becomes impaired. * 1 tile range means the soldiers must be on directly adjacent tiles. The effect will not be granted if they are on diagonal tiles.
If this soldier ends turn within 1.5 tiles of an unimpaired allied soldier, enemies will not receive flanking bonuses to Aim and Crit against either of the soldiers during enemy turn.
Surprise
* Surprise can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with Surprise must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
You deal +2 damage while concealed and +1 damage while flanking your target. Passive.
Riot Control
You have one free smoke grenade and one free flashbang use on every mission.
You have one free smoke grenade and one free flashbang use on every mission.
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.
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.
Faceoff
* Faceoff is best augmented by an aggressive field position, granting a high chance to hit at multiple targets. * Faceoff cannot be used while in concealment * Faceoff has a 3 turn cooldown
Fire once at every visible enemy with your pistol.
Purifier Gauntlet
Grants a wrist mounted flamethrower with sufficent fuel for two attacks.
Parkour
* This soldier is able to climb walls. Note that windows cannot be climbed.
This soldier is able to climb walls.
Eat This!
* The bonus doesn't affect melee attacks.
You gain +20 Aim and +20 Crit on attacks against adjacent targets. The bonus decreases with range, to a maximum of 6 tiles.
Brawler
Take 35% less damage from any melee attack, or attacks from within 5 tiles.
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.
Crusader's Rage
*Wound reduction does not work if the soldier entered a bleeding out state during the mission.
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP.
Keen Edge
* More advanced swords will ignore more armor and deal extra bonus damage. * Your sword attacks can finish off a wounded enemy and move to a better position for using your sniper rifle at the same time. * Because of the Hunter's high Aim stat, your sword attacks will almost always hit. * Keen Edge will make a normal sword deal as much damage as a sniper rifle of the same tech tier.
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor.
Scouting Report
* Collect 1 intelligence each turn. Intelligence adds 1 offense and defense to all allies (max 5). * 'Decisive Action' - Spend 5 intelligence to fully restore one ally's action points up to 2
Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability.


Stat Progression

Also 3 mobility at Squaddie.

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
3 2 2 2 3 2 2 2
Will
Will
4 4 0 0 0 0 0 0
Dodge
Dodge
2 2 2 2 2 2 2 2
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
3 5 7 9 12 14 16 18
Will
Will
4 8 8 8 8 8 8 8
Dodge
Dodge
2 4 6 8 10 12 14 16

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