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Recon (TJ)

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Recon
Recon
A dedicated scout class, the Recon is well suited for either small-team stealth missions or supporting larger squads.

Class Overview

A dedicated scout class, the Recon is well suited for either small-team stealth missions or supporting larger squads. The Vanguard excels in flanking with First Strike and Shadowstep, while the Spotter stays hidden with Covert and paints enemies with the holotargeter with HiDef Holo. The role of the Enigma branch is an enigma, with a bunch of nice to have perks with little synergy.

Weapons

Primary: Rifles, SMGs, Shotguns.

Secondary: Holotargeter

Abilities

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

Rank Ability
Squaddie
Squaddie
Holotarget
*Holotargeting takes a single action. *The Holotargeting effect lasts until the start of your next turn. *Multiple holotarget effects do not stack with each other. *The aim bonus is +10 for the basic Holotargeter, and improves to +15 and +20 with better technology. *Holotargeting does not break concealment for you or your squad.
Holotarget your enemy to grant an aim bonus to all attacks on this target by you and your allies for the remainder of the turn.
Independent Tracking
*A Holotargeted enemy remains so for 1 additional turn(s). *Additional uses of Holotargeting on the same target will not stack.
A Holotargeted enemy will remain so for 1 additional turn(s).
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.
Vanguard Enigma Spotter
Lance Corporal
Lance Corporal
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.
Reconnoiter
* The Battle Scanners granted by Reconnoiter can be used indefinitely, only limited by the cooldown. * These Battle Scanners are separate from the ones granted by the Battle Scanner item.
Every 4 turns, as a free action, you can use a Battle Scanner.
HiDef Holo
*The critical hit bonus is +10 with the basic Holotargeter, but improves to +15 and +20 with advanced technology Holotargeting devices.
Your Holotargeted enemies are easier to critically hit.
Corporal
Corporal
Blood Trail
*The bonuses apply if the enemy has taken damage on your turn or its previous turn. *Works with all weapons, except grenades. *Plan ahead with squadmate attacks to take full advantage of Blood Trail.
Attacks deal +1 damage and ignore up to 40 Dodge if the target has taken damage after your previous turn.
Tracking
*Tracking allows the unit to detect units that are behind walls and other line-of-sight blockers. *Tracking detects enemies up to 14 tiles. *Detected units will appear as a visual outline. *Units will remain detected until the end of the player's turn. If they are outside Tracking's range at that point, they will count as no longer detected.
You detect nearby units even without line of sight.
Lightfoot
* The extra mobility from Lightfoot can help you to get a flank or to reach the objective quickly, but be careful you don't get too far ahead of the rest of the squad. * The improved concealment stacks with improved concealment from other sources such as ECM.
Gain +3 Mobility. You are 20% harder to detect while concealed.
Sergeant
Sergeant
This One's Mine
* Only you get the bonuses. * Consider using this ability against elite enemy units such as Custodians, Cobras, or Sectopods for its large bonus of 50 defense. * Our plasma weaponry will greatly benefit from the bonus critical hit chance due to their reliance on the critical damage.
Mark a target, giving you +50 Crit chance and +50 Defense against it for 3 turns. This ability doesn't cost an action. Has a 3 turn cooldown.
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates. *This ability cannot be disabled in any way.
This soldier does not trigger overwatch or reaction fire.
Rapid Targeting
*Using your Holotargeter no longer ends your turn. *In addition, Rapid Targeting lets you periodically use Holotargeting against a single enemy as a free action. *This works with HiDef Holo, Independent Tracking, and Vital Point Targeting. *This does not stack with Multitargeting. *Rapid Targeting has a 4 turn cooldown. *Holotargeting does not break concealment for your squad.
You may Holotarget an enemy as a free action with a 4 turn cooldown. In addition, Holotargeting no longer ends your turn.
Staff Sergeant
Staff Sergeant
Hit and Run
*Cannot be used on the same turn as Run and Gun. *Bonus full actions from Serial and Death from Above will be awarded first.
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters.
Rupture
*Rupture requires 3 ammo points. *Rupture has a 4 turn cooldown. *Ruptured targets take 3 additional damage from every attack.
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.
Conceal
*Concealment cannot be used when flanked by nearby enemies. *Requires one action and ends the soldier's turn.
Immediately enter concealment once per mission.
Tech Sergeant
Tech Sergeant
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
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.
Vital Point Targeting
*The Vital Point Targeting damage bonus is +1 for the basic Holotargeter, and increases to +2 with improved Holotargeting technology. *Damage bonus is applied to melee and direct (non-Area of Effect) projectile attacks.
Attacks against your Holotargeted enemies deal more damage.
Gunnery Sergeant
Gunnery Sergeant
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.
Ghost Grenade
*This ability only affects a single targeted ally; others in the smoke cloud are not concealed but do receive the defense bonus. *Uses one action and ends your turn. *One use per mission; abilities that add grenade charges do not provide any bonuses. *Only works on XCOM soldiers, as civilians do not have training in concealment techniques. *Small smoke cloud grants 20 defense; dense smoke bonuses do not apply. *It does not fit in the standard XCOM grenade launcher and must be thrown at a visible ally. *The Grenadier cannot use this ability when concealed.
A specialized smoke grenade that causes the targeted ally to enter concealment.
Multitargeting
*HiDef Holo, Independent Tracking, and Vital Point Targeting apply to all targets. *Area of effect radius is 4 tiles for the basic Holotargeter and improves to 5 and 6 tiles with better technology. *Multitargeting has a 2 turn cooldown. *Holotargeting does not break concealment for your squad.
You may Holotarget multiple enemies with a 2 turn cooldown.
Master Sergeant
Master Sergeant
First Strike
* First Strike can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with First Strike must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
While concealed or flanking your target, you deal +3 damage with your primary weapon.
Scouting Report
* Collect 1 intelligence each turn. Intelligence adds 1 offense and defense to all allies (max 5). * 'Decisive Action' - Spend 5 intelligence to fully restore one ally's action points up to 2
Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability.
Airstrike
* The airstrike will destroy almost all cover in the area of effect. * This ability can be used anywhere your squad has vision even if the user does not have direct line of sight. * Can leave fire in the area.
Once per mission, call in an airstrike that does 8-12 damage in a large area. Costs both actions.

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
Field Medic
*If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Equipped medikits have 2 extra charges.
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.
Stiletto
*Shots fired with your primary weapon pierce 3 armor.
Shots fired with your primary weapon pierce 3 armor.
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
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.
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.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Extra Munitions
* The free grenade is not affected by Packmaster.
Grants 1 free explosive grenade item to your inventory.
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.
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.
Devil's Luck
* Hits include crits and grazes.
You are immune to the first shot that hits you each mission.
Take Down
* This attack always deals 5 damage. If the enemy has enough armor or other damage resistance, Take Down may not always result in a kill. * Take Down can be used once per turn, and can be used with a dash only if used as the first action. * Unlike Take Under, Take Down does not rely on a melee weapon. Human soldiers will use the stock of their gun, and certain aliens will throw a punch or slash with their claws.
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.
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.
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.
Scout
* This stacks with uses from carried battle scanners.
Grants 1 free battle scanner item to your inventory.
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
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.
Survival Instinct
*The bonuses are lost if you are healed back to full health.
Gain 20 Defense and 20 Crit chance while injured.
Preparation
Gain a standard action point at the start of your next turn. Does not cost action points. 3 turn cooldown
Scrounger
* There will be one additional loot drop on a random enemy whenever this soldier is on a mission. * Other squadmates with Scrounger will stack the effect.
There is a chance of an extra loot drop whenever you are on a mission.
Predator
*Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
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.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Ever Vigilant
*Ever Vigilant enables an extremely mobile style of play for the soldier. *LITERALLY any action other than moving will invalidate Ever Vigilant.
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
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.
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.
Lead The Target
*Carefully lead the target, granting a +20% increased chance to hit, but delaying the shot until the enemies turn. Takes two actions. *The shot taken by Lead The Target is not a reaction shot and therefore it can crit and it is not affected by reaction fire penalties or perks related to reaction fire. *Lead The Target has a 3 turn cooldown.
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.
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.
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.
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.
Hail of Bullets
*Hail of Bullets requires 3 ammo points. *Hail of Bullets has a 5 turn cooldown. *Hail of Bullets does not work with sniper rifles.
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
Bull Rush
* Bull Rush also affects mechanical units.
Make a special melee attack against any enemy within movement range that deals little damage but stuns the target for 1 turn.
Scouting Report
* Collect 1 intelligence each turn. Intelligence adds 1 offense and defense to all allies (max 5). * 'Decisive Action' - Spend 5 intelligence to fully restore one ally's action points up to 2
Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability.
Iron Curtain
*If this cone-based attack hits, Iron Curtain does 50% of normal damage and imposes -8 mobility to the enemy for 2 turn(s). *Iron Curtain has a 3 turn cooldown. *Uses 3 ammo. *Can be used after moving. *Iron Curtain does not work with shotguns or sniper rifles. *Allies in the cone can be hit by this ability.
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
Aim Assist
*Gain additional +15 aim and +15 crit against holotargeted units.
Gain additional +15 aim and +15 crit against holotargeted units.
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.
Damn Good Ground
*Confers +10 aim and +10 defense against targets at a lower elevation. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Confers +10 aim and +10 defense against targets at a lower elevation.
Stop At Nothing
* Stop At Nothing will work with any activated ability that gives you reaction shots, including Fend Off.
Whenever you enter overwatch or use suppression, you gain +20 Defense until the start of your next turn.
Tradecraft
*This soldier has significantly reduced infiltration times while on missions.
This soldier has significantly reduced infiltration times while on missions.
Slam Fire
* With the proper setup, you can trigger Slam Fire many times in a turn. Try removing enemies' cover, or using other abilities to boost your critical hit chance. * Activating Slam Fire does not cost an action. * Cannot be used after Run and Gun and other abilities that refund actions and disables them for the rest of the turn. * Equip your weapon with a Laser Sight and an Expanded Magazine or Autoloader to maximize Slam Fire's potential.
For the rest of the turn, whenever you get a critical hit with your primary weapon, your actions are refunded. Has 4 turn cooldown. Cannot be used after Run and Gun and disables Run and Gun for the rest of the turn. Free action.
Target Focus
*Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. *Unflankable enemies are ones that can't take cover, such as Drones, MECs and Berserkers.
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
Watchful Eye
* The free overwatch shot happens even if your This One's Mine target is only visible through squadsight. * Does not require Long Watch to utilize squadsight, only clear line of sight.
Once per turn, you get a free overwatch shot when your This One's Mine target moves or attacks.
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Preservation
*When your concealment is broken, gain +15 defense for 2 turns.
When your concealment is broken, gain +15 defense for 2 turns.
Lock 'N Load
*Kills with your primary weapon restore 1 ammo.
Kills with your primary weapon restore 1 ammo.
Rupture
*Rupture requires 3 ammo points. *Rupture has a 4 turn cooldown. *Ruptured targets take 3 additional damage from every attack.
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.
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.
Unnerving Light
* Useful when combined with your psionic troopers, given will debuff makes their mental attacks more likely. * If you have the Multitargeting perk, it will apply on everyone caught in the area.
Holotargeting enemies also reduces will by -20.
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.

Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 0 1 0 0 0 1 0
Aim
Aim
6 2 2 2 2 2 2 2
Will
Will
5 5 0 0 0 0 0 0
Dodge
Dodge
2 2 1 1 1 1 1 1
Hacking
Hacking
40 5 5 5 5 5 5 5
Total Health
Health
0 0 1 1 1 1 2 2
Aim
Aim
6 8 10 12 14 16 18 20
Will
Will
5 10 10 10 10 10 10 10
Dodge
Dodge
2 4 5 6 7 8 9 10
Hacking
Hacking
40 45 50 55 60 65 70 75

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