Heavy (TJ)
Appearance

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Class Overview
The Heavy is a front line specialist that excels in attrition fights with sustained cannon fire. If time is of the essence, you can count on their rocket launcher to turn the tide quickly.
Weapons
Primary: Cannons
Secondary: Rocket Launchers
Abilities
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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 | |