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Stormrider (TJ)

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Stormrider
Stormrider
While you were at the range with your puny guns, I studied the blade. While you embraced grenade spam, I mastered the perfect parry. While you wasted your days waiting for the perfect flamer ambush, I became one with the storm. And now that the world begs for freedom from the alien hordes, you have the audacity to seek my help?

Class Overview

Stormriders are fearsome melee combatants. They posses rage-fueled psionic powers that manifest as red lightning. They can break through toughest defense and form an impenetrable wall, all while effortlessly and graciously zapping around the battlefield.

Weapons

Primary: Swords

Secondary: Shields, Swords, or Empty

Abilities

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

Rank Ability
Squaddie
Squaddie
Windcaller's Legacy
* "Within blue move" means that player is literally able to see the blue border. If the blue border is not visible just before the attack is activated, then Windcaller's Legacy will not activate.
Melee attacks against targets on an adjacent tile cost 1 AP and do not end the turn. Attacking an enemy within blue move range grants a Move-only action. If using "Empty" secondary weapon, the Move action is granted for all melee attacks.
Intercept
* Intercept must be used carefully, as the intercepting soldier can attract unwanted attention from other enemies. * Intercept is not triggered by attacks, only movement, unless the soldier has Covering Fire. However, even with Covering Fire, Intercept cannot react to other reaction attacks. * Targets immune to Overwatch and other reaction fire cannot be Intercepted. * Interception attack suffers reaction fire penalties and normally cannot deal critical damage, unless activated while Concealed. * Intercept is allowed to break concealment in order to attack the moving enemy: False * After Interception, the soldier will return to their original position: True * The return move is not 100% guaranteed. * Intercept can benefit from Guardian.
Melee attack the first enemy that moves within your line of sight and 1 AP move distance with a penalty to aim.
Edge Alignment
* Your melee attacks gain 10 Aim.
Your melee attacks gain 10 Aim.
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.
Slash
* Attack any enemy within movement range with your sword.
Attack any enemy within movement range with your sword.
Rampage Unyielding Run Through
Lance Corporal
Lance Corporal
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.
Conduit
* 4 turn cooldown. * This ability requires at least one Standard or Move Action Point to activate. * Conduit is more effective when used to teleport to a bondmate. Teleporting to a bondmate doesn't require line of sight, and at bond level 3 will grant them a protective shield that absorbs 4 damage and lasts 2 turns, counting the turn the Conduit was used. * It's not possible to teleport to a soldier that's dead, mindcontrolled or bleeding out.
Teleport to an allied soldier. Consumes all action points and grants one Move-only action. Breaks concealment. Allows the soldier to teleport to the original tile after using Intercept.
Knight's Charge
* An upgraded Shield Bash that costs 1 action and does not end the turn. Can be used with dashes. Disorients.
An upgraded Shield Bash that costs 1 action and does not end the turn. Can be used with dashes. Disorients.
Corporal
Corporal
Haymaker
* 3 turn cooldown. * Haymaker always deals critical damage: True. * With default configuration, Haymaker will remove these positive effects from the target: ADVENT Shieldbearers' Energy Shield, Berserkers' Rage, Archons' Frenzy and ADVENT Priests' Holy Warrior. * The effects are removed before the damage is applied.
A mainhand melee attack that removes many positive effects from the enemy and deals critical electric damage.
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.
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.
Sergeant
Sergeant
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.
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.
Riposte
* Any attack performed at melee range can be countered, even if it is made with a ranged weapon. * Countering an attack allows to completely avoid it, and automatically respond with a counter attack. * An attack cannot be countered if the enemy is immune to reaction fire. * Counterattack counts as a reaction attack; it suffers aim penalties and normally cannot crit. * Counterattack deals damage only from the primary weapon, even if dual wielding, and it cannot activate Cross Strike. * Learning Riposte will make the soldier permanently immune to impairing effects of melee attacks performed by Stun Lancers, Mutons and Berserkers. * If Guard is active, its charge will be used to counter the enemy attack, if possible.
Use the primary weapon to counter enemy attacks that would Miss or Graze, or while Guard is active. Passively gain 10 Dodge and resist most impairing effects applied by melee attack hits.
Staff Sergeant
Staff Sergeant
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).
Sentinel
*Reaction shots may only target an enemy once.
When in overwatch, you may take two reaction shots.
Protect and Serve
* Gain a non-movement action point after using Shield Wall. * Passive.
Gain a non-movement action point after using Shield Wall.
Tech Sergeant
Tech Sergeant
Gore
* Gore activates every time the unit kills an enemy, and then the chance to panic is rolled for every enemy individually. Cooldown: 0 turns. * Enemies will tend to move when panicked by this ability which can trigger Overwatch abilities such as Rout. * Only organic enemies who had direct line of sight to the killed enemy can panic. * Panic is removed if the soldier that caused the panic is killed. * Panic chance = Rank * 8.0% + Damage * 2.0% + Max HP * 1.0% - Enemy Will, where: * Rank = Soldier's Rank, counting Squaddie as Rank 1. * Damage = total damage dealt by the soldier to the killed enemy. * Max HP = maximum HP of the killed enemy. * Enemy Will - will of the enemy that can panic.
Killing an enemy has a chance to panic some of the nearby organic enemies.
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.
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.
Gunnery Sergeant
Gunnery Sergeant
Enrage
* Using Overdrive Serum will Enrage the soldier as well, irrespective of the cooldown.
Become Enraged for 2 turns, dealing 25% more melee damage and becoming immune to mental effects, but suffering a -5 Defense penalty. 10 turn cooldown that is reduced each time this unit attacks or is targeted by enemy attacks.
Rout
* Rout interception attacks are allowed to break concealment in order to attack the moving enemy: False * Activating Rout breaks unit's concealment: False * After each Rout interception, the soldier will return to their original position: True * If the unit has Guard, one charge of Guard will be given for every Rout interception: True * This ability benefits from Ghost Rider. * 5 turn cooldown.
Activate to Intercept all enemy movement within your line of sight and 1 AP move distance until the start of your next turn.
Coup de Grâce
*Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies. *The bonuses are halved against disoriented enemies. *For Shinobis and Gunners, this perk is applied to their secondary weapon.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
Master Sergeant
Master Sergeant
Parkour
* This soldier is able to climb walls. Note that windows cannot be climbed.
Melee attacks always cost 1 Action Point and do not end turn.
Grim Reaper's Sprint
* The aim bonus stacks with Cool Under Pressure. * Either this ability or Cool Under Pressure will allow reaction fire attacks to crit.
Allows reaction fire to crit and adds +30 aim and +50 critical chance to all reaction attacks.
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.

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
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.
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%.
Iron Will
* Will reduces your chances of being disoriented, stunned, panicked, or knocked unconscious.
Increases Will by 20, and guarantees that you bleed out instead of die outright once per mission.
Anatomy
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
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.
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.
Reaper
*Reaper has a 3 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.
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.
Scrounger
* There will be one additional loot drop on a random enemy whenever this soldier is on a mission. * Other squadmates with Scrounger will stack the effect.
There is a chance of an extra loot drop whenever you are on a mission.
Take Under
* Mechanically, this works just like the standard slash. * Attacking with a dash move will still only cost one action, but you need to have two actions currently available to dash. * This attack will never miss or graze, but its damage can still be mitigated by armor and other damage reduction effects.
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.
Brawler
Take 35% less damage from any melee attack, or attacks from within 5 tiles.
Eye of the Storm
* If mentally impaired at the start of your turn, cleanse any mental impairments and become Enraged. Does not work when mindcontrolled. 5 turn cooldown.
If mentally impaired at the start of your turn, cleanse any mental impairments and become Enraged. Does not work when mindcontrolled. 5 turn cooldown.
Guard Shift
* The soldier's bondmate receives double the bonus. * Ideal on heavily armoured soldiers in order to make foes favor targeting them.
Reduces the soldier's Defense by 5, but raises the squad's Defense by the same amount.
Frostwolf Bite
* Has a 4 turn cooldown.
Disaster cries out to smash all. Deliver a slash without moving that detonates explosives that an enemy is carrying.
Teleport
* Has a 4 turn cooldown.
Instantly teleport anywhere within squadsight.
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.
Close and Personal
*Confers +30 critical chance against adjacent targets. *Bonus reduced by 5 for each additional tile of distance from the target, down to 0 at 7 or more tiles.
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Rolling Thunder
* Whenever you deal Electrical damage, detect enemy presence in a 18 tile radius. 1 turn cooldown.
Whenever you deal Electrical damage, detect enemy presence in a 18 tile radius. 1 turn cooldown.
Blitz Kick
* Blitz Kick deals 1-2 base damage (+2 Crit), and gains additional 0.5 bonus damage for each soldier rank. Corporal counts as Rank 2. * This ability does not gain any bonuses from equipped weapons. * Blitz Kick has innate bonuses of +20 Aim and +0 Crit.
Kick an enemy, dealing damage that scales with soldier's rank. This ability can be used only with Move actions.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
Bloodlust
* Bloodlust lasts 0 turn(s). 0 means infinite duration. * Bloodlust ends if there are no enemies in the soldier's line of sight: True * 5 turn cooldown. Cooldown starts when the Bloodlust ends. * Unleash deals 9 - 11 electrical damage that ignores armor, and 10 environmental damage. Bloodlust stacks do not increase its damage. * Unleash is a turn-ending ability that costs at least one standard Action Point. * Unleash has a 4 tile radius. * Unleash becomes available when 4 stacks are accumulated, and it will consume all stacks when used. * Unleash will end the Bloodlust when activated: True. * This ability is affected by Windcaller's Legacy as if it was a melee attack.
Activate to make kills grant 1 Bloodlust stack(s), maximum 4 stacks. Each stack will increase melee damage by 1. At 4 stacks gain access to a powerful Unleash attack that deals high electrical damage in a specified area.
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.
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.
Storm Fang
* Has a 4 turn cooldown. * Hits robotic enemies twice.
Stab an adjacent foe with an electricaly charged blade. Inflicts Electroshock. Strong against robotic foes.
Bolstered Wall
* While Shield Wall is in effect, gain +20 bonus Dodge. * Passive.
While Shield Wall is in effect, gain +20 bonus Dodge. Passive.
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.
Resilience
*Enemy attacks against you suffer a -30 penalty to critical hit chances.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
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.
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.
Parkour
* This soldier is able to climb walls. Note that windows cannot be climbed.
This soldier is able to climb walls.
Ice Fang
* Bitterfrost cripples mobility and dodge, and with enough applications Freezes the target. * Hypothermia is a DoT that the damage depends on the severity of bitterfrost the target is suffering from. * Has a 3 turn Cooldown.
Stab an adjacent foe, dealing cold damage and inflicting bitterfrost and hypothermia.
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.
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.
Perfected Guard
The first Guard you use per turn will be a free action.
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.
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.
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.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
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.
Cull The Weak
Gain +0.5% Crit Chance for every 1% of HP the target is missing.
Castling
* Extremely useful for rescuing an imperilled ally. * Has a 3 turn Cooldown.
Swap locations with an ally and then immediately activate shieldwall.
Lightning Fang
* Free Action. Stab an adjacent foe with your blade.
Free Action. Stab an adjacent foe with your blade.
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.
Lick Your Wounds
*Hunker Down restores 2 health when used, up to a maximum of 8 per mission. *Removes poison, burning, and acid burning.
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning.
Martial Arts
*Deal +1 melee damage to humanoid enemies and with melee attacks that don't require a weapon.
Deal +1 melee damage to humanoid enemies and with melee attacks that don't require a weapon.
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.
Pyromaniac
* The free grenade is not affected by Packmaster.
Grants 1 free incendiary grenade item to your inventory.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
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.
Thunderdome
* Both the attacking soldier and the enemy unit must be inside the Thunderdome in order to receive the Action Point refund. * Allies can benefit from Action Point refund only once: True. * 6.7 Tile cast range. * 6 Turn cooldown.
Mark an area with a 6.7 Tile radius. Until the end of turn, killing enemies in that area refunds Action Points for you and your squad members.


Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 1 1 0 1 1 0 1
Aim
Aim
2 2 2 2 2 2 2 2
Will
Will
5 0 0 0 0 0 0 0
Mobility
Mobility
1 0 0 0 0 0 0 0
Total Health
Health
0 1 2 2 3 4 4 5
Aim
Aim
2 4 6 8 10 12 14 16
Will
Will
5 5 5 5 5 5 5 5
Mobility
Mobility
1 1 1 1 1 1 1 1

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