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Scrapper (TJ)

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Scrapper
Scrapper
In close quarters combat, they're second to none.

Class Overview

The Scrapper is a close-quarters combat specialist. Its signature ability, Bull Rush, can stun an enemy unit from anywhere in dash range. The Thug follows up with powerful shotgun attacks with Close and Personal and Hit and Run, while the Brawler prefers to finish foes off with the combat knife with Bare Knuckle.

Weapons

Primary: Shotguns, SMGs, Assault Rifles,

Secondary: Combat Knives

Abilities

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

Rank Ability
Squaddie
Squaddie
Beatdown
* Do 1 damage to an enemy utilizing the butt of your gun. * Stuns the target. * Can only be used on unarmored, non-robotic targets. * Has a 3 turn cooldown.
Strike an enemy with the butt of your weapon, dealing only little damage, but stunning the target. Can only be used on unarmored, non-robotic targets. Has a 3 turn cooldown.
Fastball
* Has a 5-turn cooldown.
The next grenade you throw or launch this turn doesn't cost an action.
Knife Fighter
*Knife attacks use one action and do not end your turn.
You may make a melee attack with your knife against adjacent enemies.
Thug Lunatic Brawler
Lance Corporal
Lance Corporal
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.
Jingoistic
* Note that the bonus slots from this ability do not stack with most other abilities or equipment that offer one or both of the same slots, e.g. EXO or WAR Suits.
It's time for war. This soldier is granted a grenade slot as well as a heavy weapon slot, regardless of armor worn.
Bloody Knuckles
* This affects ALL melee attacks, including but not limited to attacks with a knife, sword, ripjack, or bayonet, and attacks that don't rely on a weapon such as Bull Rush.
Gain +3 damage with all melee attacks.
Corporal
Corporal
Trench Gun
*Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. *Trench Gun has a 4 turn cooldown. *Requires 1 ammo. *Ability will not be available with other primary weapons. *The shot will not penetrate heavy cover, so this ability is best used in flanking situations. *Allies in the area of effect can take damage.
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Raging Bull
* A free melee attack on any enemy that enters or attacks from melee range. * Deals minor damage and is guaranteed to stun for 2 actions on a hit. * This attack will be attempted as many times as there are targets, but only until it successfully lands a hit within a given turn. * Will not trigger during the soldier's own turn. * Has a 1 turn cooldown between successful hits.
A free melee attack on any enemy that enters or attacks from melee range. Deals minor damage and is guaranteed to stun for 2 actions on a hit.
Sergeant
Sergeant
Focus
* This applies to any reaction shot, e.g. Overwatch, Suppression, or That's Close Enough. * Although the first reaction shot each turn will never miss, it can still graze.
Your first reaction shot each turn is guaranteed to hit.
Sixth Sense
* Area attacks include grenades and other explosives, but not MEC Micro Missiles. * Faceless claw sweep counts as multi-target attack and will not hit this soldier. * Purifier's Flamethrower is another example of area of effect attack that is not an explosive weapon.
You are immune to multi-target and area attacks.
Beat Up
* Taking Beat Up will allow the soldier to reliably keep a single enemy target locked down over many turns. * Note that Beatdown's other restrictions are unaffected. * It still cannot target robots or any enemy units that currently have at least 1 point of armor.
Beatdown no longer has a cooldown.
Staff Sergeant
Staff Sergeant
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.
HEAT Ammo
* HEAT Ammo 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 Ammo with Bluescreen Rounds will deal devastating damage to any robotic enemy. * HEAT Ammo affects all damage sources, including explosives.
Confers +50% damage against robotic enemies.
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.
Tech Sergeant
Tech Sergeant
Close Encounters
*Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. *A red ring will mark the range of this ability. *Close Encounters cannot be used on the same turn as Run and Gun.
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run.
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.
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
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.
Mad Bomber
* The free grenade is chosen at the start of each mission. * Can get a frag, incendiary, gas, acid, or emp grenade.
Grants 2 random free grenade items to your inventory.
Battle Cry
* Both outgoing and incoming attacks cannot be dodged while Battle Cry is active. * Reaction fire can crit for the duration. * Lasts 2 turns. * Has a 5 turn cooldown.
Let out a fierce cry, rallying the soldier to arms. Provides a massive bonus to critical chance, but makes received hits equally likely to crit.
Master Sergeant
Master Sergeant
Disabling Shot
*Stuns enemies for 2 actions if the shot hits (including if it grazes). *Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage. *Disabling Shot requires 1 ammo to use. *Disabling Shot has a 5 turn cooldown. *Only Avatars and Psi Zombies can not be stunned.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
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.
Run and Slice
* Move to and slice a target. Uses one action but can only be used once per turn. * The abilities that are able to reset the cooldown are Disarming Strike, Lacerate, Shadowmelt and Hamstring.
Move to and slice a target. Uses one action and doesn't end the turn but can only be used once per turn. Has a 4 turn cooldown that can be reset by using other knife perks.

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
Flush
* Flush has a 3 turn cooldown. * +30 bonus to aim. * Damage is reduced by 50% * Cannot crit or apply bonus ammo effects. * Cannot be used from concealment. * Target loses 10 defense and 30 dodge. The debuff lasts 1 turn and can stack. Requires the target to be hit to be affected.
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.
Biggest Booms
*Grenades, standard rockets, and MEC micromissiles can inflict critical damage (50% chance for +3 damage). *50% chance for critical damage is not affected by other critical chance modifiers. *Does not apply to non-damaging grenades or the concussion rocket or Bunker Buster abilities. *Grenade crits will grant +1 damage to ongoing damaging effects such as fire.
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage).
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.
Hamstring
* Like all knife attacks, this uses one action and does not end your turn. * Has a 3 turn cooldown. * Can be applied multiple times to the same enemy; the debuffs stack.
A crippling knife slash. Applies a permanent -7 movement, -30 aim and -50 dodge debuff. Resets Run and Slice. Has a 3 turn cooldown.
Ghostwalker
*Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s) (including the current turn), as denoted by red tiles surrounding enemies who are not alerted to your presence. *Ghostwalker has a 4 turn cooldown. *Requires no actions to activate. *This ability also grants a small reduction in this soldier's impact on infiltration times. *Does not apply to ADVENT security towers.
Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s).
Pyromaniac
* The free grenade is not affected by Packmaster.
Grants 1 free incendiary grenade item to your inventory.
Survival Instinct
*The bonuses are lost if you are healed back to full health.
Gain 20 Defense and 20 Crit chance while injured.
Slug Shot
*Special shot for primary-weapon shotguns only: Fire a shot with no range penalties. *The shot will pierce 2 armor point(s). *The shot also gains +10 aim *Slug shot has a 2 turn cooldown. *Requires 1 ammo.
Special shot for primary-weapon shotguns only: Fire a shot that pierces 2 armor and has no range penalties. Uses 1 ammo. Has a 2 turn cooldown.
Trench Warfare
*If you get at least one kill during your turn, automatically Hunker Down at the end of it. *You will only Hunker Down if you would normally be able to.
If you get at least one kill during your turn, automatically Hunker Down at the end of it.
Overkill
*Your ranged attacks deal +2 more damage to units at 50% HP or less.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
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.
EMP Bomber
* The free grenade is affected by Light Ordnance.
Grants a free EMP Grenade item to the soldier's inventory.
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.
Extra Munitions
* The free grenade is not affected by Packmaster.
Grants 1 free explosive grenade item to your inventory.
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.
Combatives
*Combatives grants you +90 dodge against melee attacks each enemy turn. The bonus dodge is lost when you parry the first melee attack. *Combatives passively grants you +10 dodge. *You can only counterattack single target melee attacks.
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge.
Implacable
*The Fleche ability cannot be used after gaining a bonus move from Implacable.
If you score one or more kills on your turn, you are granted a single bonus move.
Boosted Cores
*Your grenades have extra explosives and do one additional damage but require special training to handle. *Damage over time effects applied by grenades such as poison will also do one additional damage.
Explosive grenades and any damage over time effects inflicted by grenades do one additional damage.
HEAT Warheads
*Your grenades now pierce (ignore) up to 2 point(s) of armor and shred 1 additional point(s) of armor.
Your grenades now pierce up to 2 point(s) of armor and shred 1 additional point(s) of armor.
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.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Combat Engineer
*More powerful than Sapper by itself, Combat Engineer stacks with Sapper to maximize environmental damage, although either perk alone will still destroy many cover objects. *Combat Engineer also prevents environmental damage from falling off from the center of an explosion, meaning you will destroy objects in a larger area.
Your explosives do significantly greater damage to cover objects and other things on the battlefield.
Burial Blade
* Has a 2 turn Cooldown. * Ignores sustain effects, so Burial Blade is especially useful for putting down priests.
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded.
Danger Zone
*Area Suppression suppresses enemies in a 5-tile radius.
Area Suppression suppresses enemies in a 5-tile radius.
Bombardier
*Your grenades have 2 tiles extra range. *This includes both launched and thrown grenades.
You may throw or launch grenades two additional tiles.
Cover Me
* The overwatch shot and Cool Under Pressure last until the start of your next turn. * Cool Under Pressure grants +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown.
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.
Scout
* This stacks with uses from carried battle scanners.
Grants 1 free battle scanner item to your inventory.
Blademaster
*Blademaster deals a bonus +1 damage on every successful melee attack. *Blademaster grants +10 Aim to melee attacks.
All melee attacks deal +1 extra damage and have +10 Aim.
Cutthroat
*Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.
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.
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.
Slash
*Attack an adjacent target with your sword. *Uses one action and doesn't automatically end your turn, so two attacks a turn are possible.
Attack an adjacent target with your sword. Uses one action.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
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.
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.
Breach
* 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.
Fire a shot that destroys cover and shreds armor in a small area, but deals reduced damage and can't get critical hits. Shotgun only.
Street Sweeper
*Medium-range, cone-based shotgun attack. *The spread pattern is blocked by heavy cover. *Uses one action and 2 ammo. *Street Sweeper has a 5 turn cooldown. *Does 3 bonus damage against unarmored targets within the spread pattern. *Cannot be used with non-shotgun weapons. *Allies can be injured by this attack.
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover.
Executioner
*Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
Watch Them Run
*After throwing or launching a grenade, you will automatically enter overwatch.
After throwing or launching a grenade, you will automatically enter overwatch.
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.
The Bigger They Are
* Enemies include, but are not limited to: Chryssalids, MECs, and Berserkers. * Passive.
Grants +15 bonus aim against targets that cannot take cover.
Snake Blood
* Your Dodge is increased by 20 and you are immune to poison.
Your Dodge is increased by 20 and you are immune to poison.
Shotgun Finesse
* Gain +10 crit and +3 mobility while equipped with a shotgun.
Gain additional Crit chance and Mobility while equipped with a shotgun.
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.
Dedication
*Gain 2 mobility and ignore reaction fire for the rest of the turn. *Free action. *Dedication has a 4 turn cooldown.
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
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.
Sting Grenades
*Your flashbang grenades have a 50% chance to stun enemies. *Enemies' innate flashbang resistance does not affect stun chance. *Bluescreen Bombs is not required to affect mechanical units.
Your flashbang grenades have a 50% chance to stun enemies.


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
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

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