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Dragoon (TJ)

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Dragoon
Dragoon
The Dragoon is a Heavy Support Class that can bring heavy weapons and energy shields to the front lines. They excel at protecting and supporting the rest of the squad.

Class Overview

The primary defensive class, the Dragoon's signature GREMLIN ability Shield Protocol grants allies damage-absorbing energy shields. Build a Paladin to stand in the front lines absorbing damage with Tank and blowing away cover with a cannon Barrage, or create a Ghost to go undetected with Covert and cloak allies with Stealth Protocol.

Weapons

Primary: Cannons, SMGs, Assault Rifles

Secondary: Gremlin

Abilities

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

Rank Ability
Squaddie
Squaddie
Hack
*Map items (chests, workstations, etc.) can be hacked from a distance using the GREMLIN/BIT.
Attempt to remotely breach security on a network access point with your GREMLIN/BIT.
Haywire Protocol
*Hacking a robotic enemy or turret pits the Specialist's Hacking stat against the enemy's Tech Defense stat. *Upgrading your GREMLIN will lead to an increased Hacking stat. *Hacked robotic enemies can only be controlled for a short time. *This ability has a 4-turn cooldown.
You may target robotic and mechanical enemies with your GREMLIN, attempting to hack them and seize control. 4-Turn cooldown.
Shield Protocol
* Grant a friendly unit 3/5/7 bonus ablative hit points. * The shield also grants poison immunity until all ablative hit points are lost. * Has 2 charges
Grant a friendly unit bonus ablative hit points.
Paladin Reinforcer Ghost
Lance Corporal
Lance Corporal
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.
Blinding Protocol
*Works with Squadsight. *Blinding Protocol has a 4 turn cooldown and ends the turn.
Send the Gremlin to deploy a small flashbang on an enemy target, disorienting all enemy units within a small radius (reducing their Aim by 20 and Mobility by 6).
Failsafe
*If you fail a hack, you prevent any negative effects from occurring.
If you fail a hack, you prevent any negative effects from occurring.
Corporal
Corporal
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.
Renewal Protocol
* Renewal Protocol will get a unit that is bleeding out or unconscious up and back into the fight. Try to save it for a unit that really needs it. * Renewal Protocol restores 2 HP per turn, to a maximum of 8 HP. The first tick of healing is applied immediately when it is used. * The Battlefield Medicine foundry project will increase the amount to 3 HP per turn. * Mark II Gremlins will heal 10 total HP. * Mark III Gremlins will heal 12 total HP. * Restoration Protocol has one charge per mission.
Grants a unit HP regeneration every turn, and stabilizes and revives bleeding out or unconscious units.
Phantom
*Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment. *If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
When the squad is revealed, this soldier remains concealed.
Sergeant
Sergeant
Blinding Fire
* The cone is 9 tiles long and 6 tiles wide. * Costs 2 ammo. * Has a 4 turn cooldown. * The aim penalty is applied to the targets even if the attack misses them.
Fire at enemies in a cone. This attack is inaccurate, having a -15 aim penalty, but also reduces the aim of all targets by -15.
Shield Battery
* Grants 2 additional Shield Protocol charges.
Grants 2 additional uses of Shield Protocol.
Trojan
*Enemy units hacked by Haywire Protocol take 0 to 8 damage and lose their actions on the turn the hack effect ends. *Applies to units stunned or taken over by Haywire Protocol. *Damage calculated based on Hacking Stat vs. target's Hack Defense.
Enemy units that are hacked take damage and lose their actions on the turn the hack effect ends.
Staff Sergeant
Staff Sergeant
Sensor Overlays
* Units visible at squadsight range does not count towards this bonus.
All squad members get 10 Crit chance against enemies you can see.
Inspiration
* Works even if the soldier is concealed.
You and all allies within 12 tiles of you gain +10 Dodge and +10 Will.
ECM
* The effect is removed if the Dragoon dies or evacs. * Passive.
Enemies have 10% smaller detection range against all squad members.
Tech Sergeant
Tech Sergeant
Winter Protocol
* Has 2 uses per battle.
Send the GREMLIN to deliver a cryogenic explosive. Deals cold damage and inflicts bitterfrost.
Phalanx Protocol
* Phalanx Protocol effectively grants Aid Protocol to every ally. * Has 2 charges.
Your GREMLIN moves to every ally, granting all of them a Defense bonus until the start of your next turn.
Stealth Protocol
* Stealth Protocol can be used on any soldier, so consider who you plan on using it on when selecting your squad. * Sometimes Stealth Protocol can be used to protect a soldier in a sticky situation, but it won't work on a soldier who is flanked by an enemy. * Using Stealth Protocol costs an action. * The effect is removed if the Dragoon dies or evacs. * Stealth Protocol has one charge per mission.
Give a friendly unit concealment.
Gunnery Sergeant
Gunnery Sergeant
Rocketeer
* Heavy weapons are weapons such as the shredder gun that can only be mounted on an EXO or WAR suit.
Your rocket launcher or heavy weapon gains a bonus use.
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%.
Puppeteer
* You can still only make one attempt to use Haywire Protocol per enemy unit.
Haywire Protocol no longer has a cooldown and doesn't end the turn.
Master Sergeant
Master Sergeant
Stasis Field
* Stasis Field affects both allied and enemy units. * Can be used once per mission. * Radius is 4 tiles.
Puts the Dragoon and all nearby units into stasis for one turn. Units in stasis cannot act and are immune to damage. Can be used once per mission.
Supercharge
* GREMLIN abilities include Shield Protocol, Renewal Protocol, and Stealth Protocol.
All GREMLIN abilities gain an additional charge.
Full Override
*Full Override is a special hack action usable against enemy robotic units. *It has one charge that is only expended if a successful override occurs. *Requires one action and ends the soldier's turn. *The first hack option, Greater Shutdown, will disable (stun) the unit for 3 turns. *The second hack option, Master Enemy, will grant control of the unit for rest of the mission with a stat bonus for all robots, and will permanently transfer any MEC units to the Resistance. *If the Master Enemy hack succeeds, and the MEC and the specialist both survive the mission, the MEC will follow new programming and make its way to a Resistance base, where it will serve the Resistance. It does not need to be evacuated when the mission ends.
Take permanent control of a robotic unit and potentially acquire ADVENT MECs for the Resistance.

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
Revival Protocol
*Revival Protocol can be used to revive unconscious soldiers, including those who have been stabilized after bleeding out. *Revival Protocol, if used with your first action, will not end your turn. *Starts with two charges, but upgrading your GREMLIN may provide more.
Send the GREMLIN to an ally to remove any negative mental status effects: Disoriented, Stunned, Panicked, or Unconscious.
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.
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.
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.
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.
Barrage
* Barrage has a 70% chance to damage units and a 100% chance to damage or destroy cover. * Barrage can hit multiple enemies if you position yourself correctly, but it's okay to use it on just one. * Be aware of what Barrage is going to destroy before you fire, including whatever is behind the target. * Be careful when aiming Barrage from full cover. The soldier may "step out", causing Barrage to hit a different line than you expected. * Requires 3 ammo * Has a 4 turn cooldown.
Attack all targets in a straight line and damage or destroy cover.
Airdrop
*Grants an explosive grenade to the targeted ally. *Airdrop initially confers a frag grenade, but will grant a plasma grenade once researched. *Activating Airdrop uses one action and does not end the soldier's turn. *Activating Airdrop does not break concealment. *Usable 2 time(s) per mission.
The GREMLIN grants an explosive grenade to the targeted ally. Usable 2 time(s) per mission.
Shield Surge
* The Armor lasts until the start of your next turn.
Shield Protocol now also grants the target 3 Armor for one turn.
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.
Rescue Protocol
*Rescue Protocol grants +15 dodge and +5 mobility. *Rescue Protocol can only be used on allies with no action points left. *It cannot be used on concealed, suppressing or overwatching units. *An ally cannot benefit from both Command and Rescue Protocol in the same turn. *Uses one action and does not end your turn. *Rescue Protocol has 2 charges per mission. *Charges increase with improved Gremlin technology.
Use your GREMLIN to grant a movement action to an ally and grant them a small boost to dodge and mobility.
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.
Entrench
* It's often better to stay in worse cover and Entrench before firing rather than moving to better cover.
Increase Defense by 30 and Dodge by 50 until you move. Only works in cover.
Ever Vigilant
*Ever Vigilant enables an extremely mobile style of play for the soldier. *LITERALLY any action other than moving will invalidate Ever Vigilant.
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
Traverse Fire
*After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
Demolition
*Demolition requires 3 ammo points and has a 5 turn cooldown. *Demolition does increased environmental damage, and will destroy most cover objects.
Unleash a volley of bullets at your target's cover, significantly damaging or destroying it. Deals no damage to your target.
Chain Shot
* Chain Shot requires 2 ammo points. * Chain Shot has a 3 turn cooldown. * Chain Shot has a -10 aim penalty. * Chain Shot can be devastating against non-cover enemies, or when augmented with aim bonuses.
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically.
Conceal
*Concealment cannot be used when flanked by nearby enemies. *Requires one action and ends the soldier's turn.
Immediately enter concealment once per mission.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Resupply
* Has 2 charges.
Refill the primary weapon ammo of all allies.
Shredder
*A successful shot with a conventional weapon will shred 1 armor from the target. *More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.
Stalker
* The bonuses are lost immediately when you lose concealment.
Gain +3 Mobility and +10 Aim while concealed.
Iron Curtain
*If this cone-based attack hits, Iron Curtain does 50% of normal damage and imposes -8 mobility to the enemy for 2 turn(s). *Iron Curtain has a 3 turn cooldown. *Uses 3 ammo. *Can be used after moving. *Iron Curtain does not work with shotguns or sniper rifles. *Allies in the cone can be hit by this 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.
Unload
* Shots deal 50% less damage. * Has a 5 turn cooldown.
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.
First Strike
* First Strike can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with First Strike must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
While concealed or flanking your target, you deal +3 damage with your primary weapon.
Damn Good Ground
*Confers +10 aim and +10 defense against targets at a lower elevation. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Confers +10 aim and +10 defense against targets at a lower elevation.
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.
Botnet
* Lasts for 1 Turn(s). * Your squad's standard shots permanently reduce target's hack defense by 10. * Hack defense reduction can stack. * Botnet has a 5 Turn(s) cooldown. * Standard shot abilities also include Standard Sniper Shot, Light 'Em Up, Pistol Shot and Snap Shot.
Activate to allow your squad's standard shots to reduce the target's hack defense by 10. Lasts for 1 Turn(s). Has a 5 Turn(s) cooldown. Free action.
Suppression
*Suppression costs 2 ammo points to use, but has no cooldown. *Suppression will be canceled if the suppressing unit is damaged. *If multiple units suppress a target, the aim penalty will not stack. *May not be used if sniper rifle or shotgun-class weapons are equipped. *Suppression restricts many of the target's abilities, including the use of rockets and grenades. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression.
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression.
Pyromaniac
* The free grenade is not affected by Packmaster.
Grants 1 free incendiary grenade item to your inventory.
Containment Field
* Can be used on both allies and enemies. * Has a 4 turn cooldown.
Send the GREMLIN to place target unit into Stasis for 1 turn.
Saturation Fire
*Saturation Fire requires 4 ammo points. *Saturation Fire has a 7 turn cooldown. *Saturation Fire will take a standard shot at every enemy in the cone, and will damage or destroy random cover elements in the cone.
Fire a cone shaped barrage of bullets at every enemy in an area. In addition, the cover of those enemies can be damaged or destroyed. Uses a lot of ammunition.
Extra Munitions
* The free grenade is not affected by Packmaster.
Grants 1 free explosive grenade item to your inventory.
Salvo
*Soldiers with the Salvo ability are prime candidates for heavy armor.
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
Rapid Shielding
* Shield Protocol no longer costs an action to use.
Shield Protocol no longer costs an action to use.
Needle Grenades
*You have received extra training that enables you to employ explosive grenades that deploy specialized slivers that leave enemy loot and corpse intact and tears through unreinforced material. *Loot and corpses of enemies killed by any other explosives of this soldier, such as heavy weapons, are also preserved.
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies.
Medical Protocol
*Upgrading your GREMLIN will lead to more HP healed per charge. *GREMLIN Heal or GREMLIN Stabilize, when used as your first action, will not end your turn.
The GREMLIN can perform healing actions remotely: GREMLIN Heal and GREMLIN Stabilize. The GREMLIN has a single charge. If a medikit is equipped, the GREMLIN will gain an additional charge.
Shadowstrike
*Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
Restoration
*Restoration has one charge per mission. *Restoration will heal more HP as you upgrade your GREMLIN.
The GREMLIN flies to each squad member, healing or reviving them as needed.
Aid Protocol
*Aid Protocol, if used with your first action, will not end your turn. *As Aid Protocol takes effect immediately, it can be used to defend against reaction fire from enemies. *More advanced GREMLIN models will increase the defensive bonus granted by Aid Protocol.
Command your GREMLIN to move to a friendly target. It grants that target a bonus to Defense until the start of the next player turn.
Tandem Warheads
*Your grenades, rockets and heavy weapons do full damage to units to the maximum extent of their area of effect. *This doesn't apply to environmental damage.
Your grenades, rockets and heavy weapons do full damage to the maximum extent of their area of effect.
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.
Combat Protocol
* This ability has a 3-turn cooldown. * Upgrading your GREMLIN will lead to more damage per charge.
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
Bull Rush
* Bull Rush also affects mechanical units.
Make a special melee attack against any enemy within movement range that deals little damage but stuns the target for 1 turn.
Capacitor Discharge
*Capacitor Discharge has one charge per mission. *Capacitor Discharge will deal more damage as you upgrade your GREMLIN. *Pierces armor like combat protocol.
Send the GREMLIN to a location where it emits a substantial electric discharge, damaging and disorienting non-robotic units. Robotic units take more damage.
Scanning Protocol
*Scanning Protocol has 2 initial charges. *Scanning Protocol gains bonus charges with improved Gremlins. *In addition to hidden and disguised enemies, enemies blocked from line of sight by walls or obstructions will also be revealed by Scanning Protocol. *Scanning Protocol is a free action. *If the Specialist is employed as Haven Advisor Scanning Protocol will reduce the chance of recruiting Faceless rebels by 40% (stacking cumulatively with other similar abilities).
The GREMLIN can trigger an instant scan of the area, increasing the Specialist's sight radius substantially for one turn, and revealing any hidden or disguised enemies in view. Free Action.
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.
Lock 'N Load
*Kills with your primary weapon restore 1 ammo.
Kills with your primary weapon restore 1 ammo.


Stat Progression

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
2 2 2 2 2 2 2 2
Will
Will
4 4 0 0 0 0 0 0
Hacking
Hacking
40 10 5 5 5 5 5 5
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
2 4 6 8 10 12 14 16
Will
Will
4 8 8 8 8 8 8 8
Hacking
Hacking
40 50 55 60 65 70 75 80

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