Infantry (TJ)
Appearance

Infantry
Class Overview
Infantry
Weapons
Primary: Rifles, SMGs, Shotguns.
Secondary: Arc Thrower
Abilities
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| Rank | Ability | ||
Squaddie |
Holotarget your enemy to grant an aim bonus to all attacks on this target by you and your allies for the remainder of the turn. |
A Holotargeted enemy will remain so for 1 additional turn(s). |
When the squad is revealed, this soldier remains concealed. |
|---|---|---|---|
| Vanguard | Enigma | Spotter | |
Lance Corporal |
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. |
You detect nearby units even without line of sight. |
Your Holotargeted enemies are easier to critically hit. |
Corporal |
This soldier does not trigger overwatch or reaction fire. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
Enemies have 25% smaller detection range against you. |
Sergeant |
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. |
Template:Infantrynoiter (LWOTC) | You may Holotarget an enemy as a free action with a 4 turn cooldown. In addition, Holotargeting no longer ends your turn. |
Staff Sergeant |
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
Immediately enter concealment once per mission. |
Tech Sergeant |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Attacks against your Holotargeted enemies deal more damage. |
Gunnery Sergeant |
Gain +3 Mobility. You are 20% harder to detect while concealed. |
A specialized smoke grenade that causes the targeted ally to enter concealment. |
You may Holotarget multiple enemies with a 2 turn cooldown. |
Master Sergeant |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action. |
Once per mission, call in an airstrike that does 8-12 damage in a large area. Costs both actions. |
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 |
Equipped medikits have 2 extra charges. |
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. |
Shots fired with your primary weapon pierce 3 armor. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Take a shot with a small aim penalty for a significant damage boost. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Ranged attacks against flanked enemies deal +2 damage. | |
Grants 1 free explosive grenade item to your inventory. |
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. |
Your grazing attacks are automatically upgraded to normal hits. |
You are immune to the first shot that hits you each mission. |
A melee finisher that never misses and does not end your turn even when used with a dash move, but can only target damaged enemies on 3 or less HP. Can be used once per turn. 3 turn cooldown. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. | |
Grants 1 free battle scanner item to your inventory. |
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. |
Gain 20 Defense and 20 Crit chance while injured. |
Gain a standard action point at the start of your next turn. Does not cost action points. 3 turn cooldown |
There is a chance of an extra loot drop whenever you are on a mission. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Grants +1 charge per grenade item in a utility slot. | |
Grants 1 free flashbang item to your inventory. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Grants a +20% increased chance to hit, but delays the shot until the target takes an action on their turn. Costs two actions and has a 3 turn cooldown. |
You are immune to multi-target and area attacks. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. | |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
Make a special melee attack against any enemy within movement range that deals little damage but stuns the target for 1 turn. |
Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability. |
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon. |
Gain additional +15 aim and +15 crit against holotargeted units. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. | |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Whenever you enter overwatch or use suppression, you gain +20 Defense until the start of your next turn. |
This soldier has significantly reduced infiltration times while on missions. |
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. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Once per turn, you get a free overwatch shot when your This One's Mine target moves or attacks. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. | |
When your concealment is broken, gain +15 defense for 2 turns. |
Kills with your primary weapon restore 1 ammo. |
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. |
Take an action after dashing. |
Grants one free smoke grenade item to your inventory. |
Holotargeting enemies also reduces will by -20. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Stat Progression
Totals -> Aim: 20 HP: 2 Will: 8 Hack: 40 Dodge: 10
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 | |