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Andromedon (TJ)

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Long War of the Chosen Main Page
Andromedon
Andromedon
Outfitted with a number of destructive abilities, Andromedons excel as much at dishing out damage as they do at taking it. Their powerful suits let them break down walls when needed, and even let them deploy into combat even when injured. As a result of their bulk and noisy movement, they take much longer to infiltrate than most soldiers and are easier to detect while concealed..

Class Overview

Andromedon is a heavily armoured frontline unit, capable of melting down enemies hiding behind cover with his acid launcher, provide fire support with plasma rifle or even engage at melee combat with his powerful strike ability.

  • Andromedon gains +3 melee damage with plated armor equipped, or +6 with powered armor.
  • Andromedon comes with baseline immunity to fire, acid, standard poison just like ADVENT Andromedon
  • Acid launcher can be upgraded, gaining additional range, splash and even special properties

Weapons

Primary: Andromedon Rifles

Secondary: Acid Launchers


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

Rank Ability
Squaddie
Squaddie
Template:Pugilist (TJ)
Fist Strike
* The strike, while devastating, is fairly inaccurate due to the bulkiness of the suit suffering a -15 aim penalty. * The strike destructs the environment within 2.5 tiles of the attack.
Strike at an adjacent target dealing great damage, knockbacks the target and dealing great environmental damage to its surroundings
Environmental Immunities
* Immune to fire, poison and acid but not frozen
Immune to most environmental effects.
Wall Smash
* This ability will completely destroy any cover that the Andromedon walks through as long as it is destructible
Allows the Andromedon to move through cover, destroying any objects in their path.
Unstoppable Talos Inmovable
Lance Corporal
Lance Corporal
Template:Pain Train (TJ)
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.
Ready For Anything
*Enter overwatch after firing a standard shot with your primary weapon.
Enter overwatch after firing a turn ending standard shot with your primary weapon.
Corporal
Corporal
Template:Defense Shift (TJ)
Steady Hands
*The Steady Hands bonus does not stack over multiple turns. *Steady Hands doubles down on the need to find a high sniper's nest with good sightlines.
If you did not move last turn, gain +10 Aim and +10 Critical chance.
Eat This!!
* Gain up to +20 aim and +20 crit. * Bonuses start at 6 tiles away.
You gain bonus Aim and Crit on attacks against adjacent targets. The bonus decreases with range.
Sergeant
Sergeant
Template:Rumbling Tank (TJ)
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.
Template:Relocation Servo (TJ)
Staff Sergeant
Staff Sergeant
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.
Template:Caustic Nightmare (TJ) Template:Lock and Load (TJ)
Tech Sergeant
Tech Sergeant
Template:Sucker Punch (TJ)
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).
Close Combat Specialist
*Will not trigger if soldier is concealed. *You may shoot at each enemy with this ability once per turn. *Each shot requires 2 ammo.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
Gunnery Sergeant
Gunnery Sergeant
Template:Repair Servos (TJ)
Cold Blooded
* Action will not be given if your standard shot inflicted the target's only status ailment. * Can activate once per turn. * Standard shot abilities also include Standard Sniper Shot, Light 'Em Up and Pistol Shot.
Once per turn, gain an additional action after taking a standard shot at an enemy suffering from bleeding, poison, burning, or acid burning.
Cool Under Pressure
*You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Master Sergeant
Master Sergeant
Impact Compensation
*After taking damage, gain a stacking 20% Damage reduction until the end of your turn up to a maximum of three stacks.
After taking damage, gain a stacking 25% Damage reduction until the end of your turn up to a maximum of 4 stacks.
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.
Kill Zone
*There is no limit to the amount of Kill Zone shots a soldier can take outside of ammo counts. *Kill Zone utilizes Squadsight, even if the soldier does not have the Long Watch ability. *Kill Zone has a 4 turn cooldown.
Take a reaction shot against any enemy that moves or attacks within a cone of fire.

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
Template:Charge Servos (TJ)
Deadeye
*Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%. *Deadeye has a 3 turn cooldown. *Works with Snap Shot.
Take a shot with a small aim penalty for a significant damage boost.
Template:Stilleto (LWOTC)
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.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
Rapid Deployment
*Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. *Applies to Smoke Grenades, Flashbangs, Shaped Charges and Battle Scanners. *Rapid Deployment has a 3 turn cooldown.
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
Brawler
Take 35% less damage from any melee attack, or attacks from within 5 tiles.
Battlespace
* The extra +9 sight radius wears off after one turn. * The +3 sight radius is permanent.
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn.
Volatile Mix
*Your grenades do regular and environmental damage in the expanded area of effect, and apply any additional effects there as well.
Your grenades' area of effect is increased by one tile.
Template:Icy Burst (TJ)
Chasing Fire
* Chasing Fire will not be triggered by other reaction attacks. * Will not trigger during Field Of Zero.
Once per turn, the soldier follows up an ally's attack with a reaction shot.
Template:Target Mark (TJ)
Marauder
*Marauder provides more tactical options when planning the Skirmisher's turn. *Paired with Grapple, Marauder allows the Skirmisher to shoot twice and move on a single turn.
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn.
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.
Improvise Explosive
* Never run out of grenades again! * Assembles multiple grenades if the soldier also has Light Ordnance. * Has a 2 turn cooldown.
Assemble a random explosive from various objects found in the field.
Template:Impulse (TJ) Template:MZ Surefire Shot (TJ)
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.
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.
HEAT Arsenal
* HEAT Arsenal 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 Arsenal with Bluescreen Rounds will deal devastating damage to any robotic enemy. * HEAT Arsenal affects all damage sources, including but not limited to firearms, explosives, and melee attacks.
Confers +30% damage against robotic targets.
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
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.
Return Fire
*Return Fire will only trigger once per turn. *Return Fire can be triggered by melee attacks and area of effect attacks. *Return Fire will not trigger when targeted by overwatch fire.
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses.
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.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Template:Center Mass (TJ)
Avenger
*Avenger will not activate if this unit is shot at. *Can only activate during the enemy's turn. *Can only trigger once per turn.
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.
Bulwark
*Bulwark adds one point of Armor. *Any squadmate standing adjacent to the SPARK will gain the high cover Defense bonus.
Gain a bonus point of Armor, and always provide high cover to all adjacent squadmates.
Template:Shadow Ops Sensor Overlays (TJ)
Whirlwind
*A soldier can only gain one move per turn with this ability.
If you hit with a melee attack during your turn, gain a bonus move.
Rapid Fire
*Rapid Fire has a 1 turn cooldown.
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
Zone of Control
*All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
Cross Out
Template:Cross Out (TJ)/Info
Finish off a damaged enemy with a ruthless punch. This ability can target any enemy who has taken health damage and has 6 HP or less remaining. Costs one action and does not end the turn, even when used with a dash move.
Full Kit
*Grants +1 charge per grenade item in a utility slot. *Applies to explosive and support grenades as well as Battle Scanners. *Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.
Grants +1 charge per grenade item in a utility slot.
Template:Explosives Handler (TJ) Template:Blaster Master (TJ)
Soften Up
* Works with anything that uses weapon damage, including but not limited to firearms, melee, and grenades.
Gain +2 bonus damage on attacks against targets that have full HP.
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.
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.
Sentinel
*Reaction shots may only target an enemy once.
When in overwatch, you may take two reaction shots.
Template:Against The Odds (TJ)
Cyclic Fire
* Special Shot: Fire three shots at a target in a single attack. Requires two actions and all shots have a -15 penalty to aim. * Requires 3 ammo. * Cyclic Fire has a 3 turn cooldown. * Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have a -15 aim penalty. Has a 3 turn cooldown.

Stat Progression

  • Andromedon starts with 1 armor. Andromedon gains additional +1 armor at SGT and +1 at TSGT, for total of 3 armor points.
Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
1 1 1 1 1 1 1 1
Aim
Aim
3 2 3 2 2 2 2 2
Will
Will
0 0 0 0 0 0 0 0
Dodge
Dodge
0 0 0 3 2 3 2 0
Total Health
Health
1 2 3 4 5 6 7 8
Aim
Aim
3 5 8 10 12 14 16 18
Will
Will
0 0 0 0 0 0 0 0
Dodge
Dodge
0 0 0 3 5 8 10 10

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