Heavy (TJ)
Appearance

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Class Overview
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Weapons
Primary: Cannons
Secondary: Rocket Launchers
Abilities
Mouse-over
for more information.
| Rank | Ability | ||
Squaddie |
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. |
Fire a rocket at a target area. Damages enemies, shreds armor, and destroys terrain. |
Your rockets are a bit more accurate. |
|---|---|---|---|
| No Retreat | Loose Cannon | Munitions | |
Lance Corporal |
Fire a barrage that pins down multiple targets within a 4-tile radius, granting reaction fire against anyone that moves, and imposing a -25 penalty to all targets' aim until suppression is removed. Cannot be used when concealed. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Fire a special rocket that does 2 damage but has a chance to stun or disorient organic enemies within its area of effect. |
Corporal |
Confers +30% damage against robotic targets. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage). |
Sergeant |
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action. |
It's time for war. This soldier is granted a grenade slot as well as a heavy weapon slot, regardless of armor worn. |
Your rockets are more accurate. |
Staff Sergeant |
Whenever you enter overwatch or use suppression, you gain +20 Defense until the start of your next turn. |
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. |
The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range. |
Tech Sergeant |
Gain +1 damage to your primary weapon attacks for each turn that you do not move. Passive. |
Your Suppression and Area Suppression abilities also disorient the primary target. |
Fire a special rocket that destroys buildings and other objects in the environment. |
Gunnery Sergeant |
Suppression abilities additional disables enemy weapons. They will need to reload before they can fire. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Master Sergeant |
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. |
The radius of your grenades and rockets is increased by 2, and the radius of your Breach ability is increased by 1. |
Gain one bonus use on all your grenades and equipped rockets. Also, get one extra Frag Grenade in addition to your equipped grenades. |
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 |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
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. |
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Unleash a volley of bullets at your target's cover, significantly damaging or destroying it. Deals no damage to your target. |
Ranged attacks against flanked enemies deal +2 damage. | |
Gain +20 to hit against enemies who attempt to move when suppressed. |
You do one additional point of base damage when using guns. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Gain 25% bonus damage against enemies who attempt to move when suppressed. |
Take a shot with a small aim penalty for a significant damage boost. | |
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits. |
Missed attacks have an additional roll to become a graze. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
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 battle scanner item to your inventory. |
Makes partial cover count as full. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. | |
Grants a free Medikit. |
Area Suppression suppresses enemies in a 5-tile radius. |
Kills with your primary weapon restore 1 ammo. |
Your rocket launcher or heavy weapon gains a bonus use. |
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. |
Gain +20 aim and +10 crit for successive shots at the same enemy unit. |
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. | |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. |
All your attacks deal +2 damage. |
Build a castle in a turn. You gain a single point of armor, plus the Entrench ability. This ability replaces Hunker Down and allows you to remain in a hunkered down state until you move." |
Attack all targets in a straight line and damage or destroy cover. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. | |
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Make a special melee attack against any enemy within movement range that deals little damage but stuns the target for 1 turn. |
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. |
Grants an extra utility item slot only usable for ammo. Ammo in this slot will not drain mobility, even if it will be displayed as such in the armory. |
Additional shots fired from Area Suppression no longer cost ammo. |
Enter a special overwatch which grants up to 3 reaction shots and the Covering Fire ability. 5 turn cooldown. | |
As a free action, detonate an environmental explosive with a well placed shot. |
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses. |
If you score one or more kills on your turn, you are granted a single bonus move. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
Deals 2 damage and knocks back target. Can't target mechanical enemies. |
Your grenades, rockets and heavy weapons do full damage to the maximum extent of their area of effect. |
Take an action after dashing. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
2 | 2 | 2 | 3 | 2 | 2 | 3 | 2 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
2 | 4 | 6 | 9 | 11 | 13 | 16 | 18 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |