Keeper (TJ)
Appearance

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Class Overview
Keepers are experts in the field of military logistics. They keep their allies supplied and lock down their enemies with defensive tactics and rapid reaction fire.
Weapons
Primary: Sniper Rifles, Rifles, SMGs.
Secondary: Sawed-off Shotgun
Abilities
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| Rank | Ability | ||
Squaddie |
Grants the Squadsight ability, but only when a sniper rifle is equipped as this soldier's primary weapon. |
Fire your sawed-off shotgun at a nearby enemy. |
The Keeper can use a Grapple Gun to quickly move to an elevated position or to retrieve loot from the battlefield. |
|---|---|---|---|
| Overseer | Endless | No Eye In Team | |
Lance Corporal |
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. |
Provide an ally with a pack of bandages to stop bleeding effects and heal them for 1 HP each turn for 3 turns. 4 uses per mission. 1 turn cooldown. |
Mark a target, making it easier to focus fire on that target. Any attack against the marked target has a bonus to Aim. |
Corporal |
During enemy turns, fire a free shot that can critically hit with your sawed-off shotgun at any visible enemy within 3 tiles who moves or fires. |
Reload the primary weapon of a targeted allied unit. If this unit is equipped with special Ammo, its effects will be applied to the reloaded weapon until its next regular reload. O turn cooldown. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
Sergeant |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Gain two extra ammo in your sawed-off shotgun. |
Using Resupply Ammo or Bandage Throw on an ally grants a Move-only action point. |
Staff Sergeant |
Whenever you enter overwatch or use suppression, you gain +20 Defense until the start of your next turn. |
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses. |
Use the Grapple Gun to pull an allied unit towards your position, preferring tiles in cover. 4 turn cooldown. |
Tech Sergeant |
Makes partial cover count as full. |
Kills with your primary weapon restore 1 ammo. |
Enter overwatch. All allies in a 7 tile radius around you also enter overwatch. |
Gunnery Sergeant |
Once per turn, take a reaction shot with your assault rifle at a visible enemy that has taken an offensive action. The reaction shot ignores cover bonuses. |
Kills with your primary weapon restore one sawed-off shotgun charge. |
Fire at a target, then command all adjacent allies to fire at that target. 5 turn cooldown. |
Master Sergeant |
Killing an enemy at a lower elevation with your primary weapon refunds a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles. |
It's time for war. This soldier is granted a grenade slot as well as a heavy weapon slot, regardless of armor worn. |
Grant an extra action to a squadmate. |
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 |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Killing organic enemies with your sawed-off shotgun have a 50% chance to panic other organic enemies within 10 tiles of the target. |
Make a special melee attack against any enemy within movement range that deals little damage but stuns the target for 1 turn. |
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. |
Grants 1 free flashbang item to your inventory. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. | |
Grants one free smoke grenade item to your inventory. |
Once per turn, you may remove mental impairments from an adjacent ally. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching. |
Increase Defense by 30 and Dodge by 50 until you move. Only works in cover. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. | |
Grants 1 free battle scanner item to your inventory. |
Allow Overwatch to trigger with Squadsight. |
Activated ability that does not cost an action point. For the remainder of this turn, your ammo will be refunded after each shot you take. 4 turn cooldown. |
Increases damage against organic targets by 30%. |
There is a chance of an extra loot drop whenever you are on a mission. |
You get an additional 20 Defense and 20 Dodge against attacks by the closest visible enemy while not flanked. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. | |
Gain 20 Defense and 20 Crit chance while injured. |
Killing a panicked or disoriented enemy with your sawed-off shotgun refunds one action point. |
Provides one free proximity mine. |
The first time you fire your Sawed-Off Shotgun each turn doesn't cost an action. |
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. |
Grants 1 free incendiary grenade item to your inventory. |
Your primary weapon attacks shred armor. | |
Equipped medikits have 2 extra charges. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
When in overwatch, you may take two reaction shots. |
Enter overwatch after firing a turn ending standard shot with your primary weapon. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
When you use a turn-ending ability with your first action, you may move afterwards. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. | |
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy. |
You and all allies within 12 tiles of you gain +10 Dodge and +10 Will. |
Grants +1 charge per grenade item in a utility slot. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you gain an extra charge. Usable once per turn. Starts with one charge, and is a free action. |
You do one additional point of base damage when using guns. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. | |
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Take a shot with a small aim penalty for a significant damage boost. |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
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. |
Confers +30% damage against robotic targets. |
Each time you score a kill, you gain 1 Shield. Passive. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
1 | 0 | 1 | 0 | 1 | 0 | 1 | 0 |
Aim |
5 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | |
Will |
5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Hacking |
0 | 0 | 5 | 0 | 5 | 0 | 5 | 0 | |
| Total | Health |
1 | 1 | 2 | 2 | 3 | 2 | 4 | 4 |
Aim |
5 | 8 | 11 | 14 | 16 | 18 | 20 | 22 | |
Will |
5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | |
Hacking |
0 | 0 | 5 | 5 | 10 | 10 | 15 | 15 | |