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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
Kidney Shank
* Dash to an Organic enemy unit and shank them in the kidneys. * Stuns for 2 Actions. * Only usable on Organic enemies. * 4 turn cooldown.
Dash to an Organic enemy unit and shank them in the kidneys. Stuns for 2 Actions.
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.
Grenadier
* This unit gains a Grenade Slot. * Additionally the cooldown of hand thrown grenades is removed.
This unit gains a Grenade Slot. Additionally the cooldown of hand thrown grenades is removed.
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.
Junkyard IEDs
* Adds 3 Frag Grenades to your inventory. * Upgrades to Plasma Grenade once Plasma Grenades are researched. * Full Kit and similar perks will not increase the amount of grenades added. * Does not add item weight.
"Adds 3 Frag Grenades to your inventory.
Shank Redemption
* The first time you use Knife Fighter each turn will refund one standard action point. Does not apply to any other knife skills.
The first time you use Knife Fighter each turn will refund one standard action point. Does not apply to any other knife skills.
Corporal
Corporal
Fearsome
* Perks like This One's Mine and Deadshot can help you get critical hits. * Critical hits with any of your weapons can trigger Fearsome.
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic.
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.
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.
Sergeant
Sergeant
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.
Maniacal Laughter
* This unit gains the Slugger and Watch Them Run perks. * Slugger: Negates the long-range penalties of using a shotgun. * Watch Them Run: After launching or throwing a grenade you will go on overwatch.
This unit gains the Slugger and Watch Them Run perks.
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.
Staff Sergeant
Staff 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.
Demolition Duty
* This unit gains the Sapper, Combat Engineer, Teardown, Saboteur perks. * Sapper: Slightly increases the environmental damage of explosives. * Combat Engineer: Greatly increases the environmental damage of explosives. * Teardown: Detonate an explosive environmental object as a free action. * Saboteur: Increases damage dealt to destructible objects like alien relays, fuel tanks, and chosen sarcophagus.
This unit gains the Sapper, Combat Engineer, Teardown, Saboteur perks.
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.
Tech Sergeant
Tech Sergeant
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.
Corrosive Scraps
* Adds 3 Acid Grenades to your inventory. * Upgrades to Acid Bombs once Acid Bombs are researched. * Full Kit and similar perks will not increase the amount of grenades added. * Does not add item weight.
Adds 3 Acid Grenades to your inventory.
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.
Gunnery Sergeant
Gunnery Sergeant
Coup de Grâce
*Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies. *The bonuses are halved against disoriented enemies. *For Shinobis and Gunners, this perk is applied to their secondary weapon.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
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.
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.
Master Sergeant
Master Sergeant
Thousands To Go
* Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. * Does not activate when killing Lost. * Passive.
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive.
Flammable Materials
* Adds 3 Incendiary Grenades to your inventory. * Upgrades to Incendiary Bombs once Incendiary Bombs are researched. * Full Kit and similar perks will not increase the amount of grenades added. * Does not add item weight.
Adds 3 Incendiary Grenades to your inventory.
Madmans Rampage
* The perk Kidney Shank has its cooldown reduced by 2.
The perk Kidney Shank has its cooldown reduced by 2.

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/10/15/20/25/30/35 AP by tier.

Tier 1
10 AP
Tier 2
10 AP
Tier 3
15 AP
Tier 4
20 AP
Tier 5
25 AP
Tier 6
30 AP
Tier 7
35 AP
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.
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.
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).
Survival Instinct
*The bonuses are lost if you are healed back to full health.
Gain 20 Defense and 20 Crit chance while injured.
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.
Rock Em Sock Em
* Grants a Heavy Weapon Slot if the soldier does not already have one. Additionally grants 1 Additional use of most heavy weapons that have charges Or grants the strike abiltiy with the punch glove equipped.
Grants a Heavy Weapon Slot if the soldier does not already have one. Additionally grants 1 Additional use of most heavy weapons that have charges Or grants the strike abiltiy with the punch glove equipped.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
Extra Munitions
* The free grenade is not affected by Packmaster.
Grants 1 free explosive grenade item to your inventory.
Riot Control
You have one free smoke grenade and one free flashbang use on every mission.
You have one free smoke grenade and one free flashbang use on every mission.
Dogpile (Melee)
* Dogpile will not be triggerd by other reaction attacks. * Dogpile can trigger once per target per turn. * Will not trigger during Field Of Zero.
When an ally attacks a foe adjacent to the soldier, follows up with a melee reaction attack.
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.
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.
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.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
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.
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.
Tandem HEAT Warheads
*Grenades that do not innately shred any armor do not benefit from the additional shred. Damage increase does not apply to Environmental damage.
Your grenades now pierce up to 2 point(s) of armor, shred 0 additional point(s) of armor, and do full damage to units to the maximum extent of their area of effect.
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.
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.
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.
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.
Sonic Screwdriver
* Heal an adjacent robot, based on the critical damage of your knife.
Heal an adjacent robot, based on the critical damage of your knife.
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.
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.
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.
Shockwave
*Shockwave does not apply to flashbang grenades or other grenades that do not deal damage.
Your damaging grenades and gauntlet rockets decrease enemy defense by 15 and dodge by 20 for 1 turn.
Devastation
* Devastation provides a massive increase to grenade radius that makes it easy to hit multiple units and remove their cover, not to mention all other cover nearby.
The radius of your grenades and rockets is increased by 2, and the radius of your Breach ability is increased by 1.
Scout
* This stacks with uses from carried battle scanners.
Grants 1 free battle scanner item to your inventory.
Bombardier
*Your grenades have 2 tiles extra range. *This includes both launched and thrown grenades.
You may throw or launch grenades two additional tiles.
Tis But A Scratch
* Tis But A Scratch - Reduces Wound Timers by 3 HP.
Reduces Wound Timers by 3 HP.
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.
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.
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.
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.
Healing Touch
* Can be used once every turn. * Cannot be used on yourself.
Heal an adjacent ally based on critical damage of your knife.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
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.
Locked On
* Gain +20 aim and +10 crit for repeated shots at the same target. Not cumulative, and only applies to enemy units. * The effect persists in between multiple turns as long as the same target has been fired upon. * Area-of-Effect-based shots do not grant the bonus.
Gain +20 aim and +10 crit for successive shots at the same enemy unit.
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.
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.
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.
Brawler
Take 35% less damage from any melee attack, or attacks from within 5 tiles.
Paramedic
*Gain a free medikit. Equipped medikits have 2 extra charges *Gain the ability to dash to an ally and use a medkit. This ability still costs 1 action and is non turn ending like a regular medkit.
Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges.
Shellshock
* Shellshock does apply to flashbang grenades.
Your grenades and gauntlet rockets decrease enemy aim by 10 and critical chance by 15 for 1 turn(s).
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.
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.
Shotgun Finesse
* Gain +10 crit and +3 mobility while equipped with a shotgun.
Gain additional Crit chance and Mobility while equipped with a shotgun.
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.
Will To Survive
*Enemy damage is reduced by 1 when in cover and attacked through that cover. *Cover against explosives and other indirect attacks is calculated from the point of the explosion. *Armor piercing effects do not eliminate this bonus. *This unit also permanently gains 5 will. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
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.
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.
Fleche
*You can trigger the Fleche ability by placing the movement cursor over an enemy. *A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy. *Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position up to 5 maximum bonus damage.
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.
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.
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.
Resilience
* Resilience is useful for controlling the amount of damage you take if you get flanked. * Just because you can't be crit doesn't mean you won't die if you stand out in the open.
You can't be critically hit.
Lick Your Wounds
*Hunker Down restores 2 health when used, up to a maximum of 8 per mission. *Removes poison, burning, and acid burning.
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning.
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.
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.
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.
Easily Fixed
* Some triggered abilities may be unaffected.
Healing received is increased by 50%.
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.
Impulse
*Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
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.

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
4 2 2 2 2 2 1 1
Will
Will
4 4 0 0 0 0 0 0
Dodge
Dodge
3 3 3 3 2 2 2 2
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
4 6 8 10 12 14 15 16
Will
Will
4 8 8 8 8 8 8 8
Dodge
Dodge
3 6 9 12 14 16 18 20

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