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Buccaneer (TJ)

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Long War of the Chosen Main Page
Buccaneer
Buccaneer
Buccaneer

Class Overview

Buccaneers are dedicated close combat soldiers wielding a sword and sawed-off shotgun combo. They specialize in securing kills with their powerful action economy and ability to easily recover sawed-off shotgun ammo in the field.

Weapons

Primary: Sword

Secondary: Sawed-off Shotgun

Abilities

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

Rank Ability
Squaddie
Squaddie
Scourge Cutter
* Scourge Cutter being a free action allows you to move, attack, and then move away, or move, attack, and attack again if you have another sword ability or a backup weapon such as a pistol or sawed-off shotgun. * Being able to be used with no actions remaining means that Scourge Cutter can, for example, be used after dashing into melee range of an enemy.
A slash attack with your melee weapon that is always a free action, but can only be used once per turn and can't get critical hits. Requires the user to be in melee range. Can be used even if the soldier has no actions left.
Point Blank
*Rapidly loses accuracy beyond four tiles range. *Uses one action. *Shotgun has two ammo.
Fire your sawed-off shotgun at a nearby enemy.
Scrap Metal
*Kills with your primary weapon restore one sawed-off shotgun charge. *This does not apply to kills from using the sawed-off shotgun itself. *With this ability, you can gain more sawed-off shotgun charges than you started with.
Kills with your primary weapon restore one sawed-off shotgun charge.
Swordplay Blunderbuss Rock the Boat
Lance Corporal
Lance Corporal
Intercept
* Intercept must be used carefully, as the intercepting soldier can attract unwanted attention from other enemies. * Intercept is not triggered by attacks, only movement, unless the soldier has Covering Fire. However, even with Covering Fire, Intercept cannot react to other reaction attacks. * Targets immune to Overwatch and other reaction fire cannot be Intercepted. * Interception attack suffers reaction fire penalties and normally cannot deal critical damage, unless activated while Concealed. * Intercept is allowed to break concealment in order to attack the moving enemy: False * After Interception, the soldier will return to their original position: True * The return move is not 100% guaranteed. * Intercept can benefit from Guardian.
Melee attack the first enemy that moves within your line of sight and 1 AP move distance with a penalty to aim.
None Shall Pass
* Will not trigger if soldier is concealed. * Uses 1 ammo and will only trigger if the sawed-off shotgun is loaded. * Can critically hit. * Works during any enemy turn: alien, Lost, Chosen and Ruler. * This cannot trigger more than once per enemy and will not fire against allies when panicked
During enemy turns, fire a free shot that can critically hit with your sawed-off shotgun at any visible enemy within 3 tiles who moves or fires.
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.
Corporal
Corporal
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.
Double Or Nothing
* Both Barrels lets you fire a double damage Sawed-Off Shotgun shot for two ammo. * Pump Action grants you two extra shots with your Sawed-Off Shotgun.
Gain the Both Barrels and Pump Action abilities, as long as a Sawed-Off Shotgun is equipped as your secondary weapon.
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.
Sergeant
Sergeant
Lightning Slash
*Attack any enemy within blue movement range with your weapon. *This attack does not end the turn. *Lightning Slash has a 3 turn cooldown.
Attack any enemy within blue movement range with your weapon. This attack does not end the turn.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.
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.
Staff Sergeant
Staff Sergeant
Keen Edge
* More advanced swords will ignore more armor and deal extra bonus damage. * Your sword attacks can finish off a wounded enemy and move to a better position for using your sniper rifle at the same time. * Because of the Hunter's high Aim stat, your sword attacks will almost always hit. * Keen Edge will make a normal sword deal as much damage as a sniper rifle of the same tech tier.
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor.
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.
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.
Tech Sergeant
Tech Sergeant
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.
Whippit
* You can't fire the Sawed-Off Shotgun when out of actions.
The first time you fire your Sawed-Off Shotgun each turn doesn't cost an action.
Crusader's Rage
*Wound reduction does not work if the soldier entered a bleeding out state during the mission.
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP.
Gunnery Sergeant
Gunnery Sergeant
Rout
* Rout interception attacks are allowed to break concealment in order to attack the moving enemy: False * Activating Rout breaks unit's concealment: False * After each Rout interception, the soldier will return to their original position: True * If the unit has Guard, one charge of Guard will be given for every Rout interception: True * This ability benefits from Ghost Rider. * 5 turn cooldown.
Activate to Intercept all enemy movement within your line of sight and 1 AP move distance until the start of your next 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.
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.
Master Sergeant
Master Sergeant
Finishing Stroke
* Has a 5 turn Cooldown.
A final attack to end a life. Bypasses most defenses, and deals critical damage increased by the target's missing health.
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.
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.

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
Extra Munitions
* The free grenade is not affected by Packmaster.
Grants 1 free explosive grenade item to your inventory.
Deadcutter
* Has a TBD turn Cooldown. * Ignores sustain effects.
Slash an undead foe within movement range. If this attack is lethal, its AP cost will be refunded.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Disarming Strike
* Like all knife attacks, this uses one action and does not end your turn. * The enemy's primary weapon will need to be reloaded before it can be used again. * Be careful that enemies can simply reload their weapon and shoot at your agent if you are using this after run and slice with only one action point. Don't try to disable weapons of enemies with other attack abilities like binding coils, bayonetts, rocket fists or pistols. They will be forced to use it instead against the Agent.
A knife strike that also disables the enemy's primary weapon, forcing the enemy to spend an action to ready it again. Resets Run and Slice. Has a 2 turn cooldown.
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.
Anatomy
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
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.
Field Medic
*If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Equipped medikits have 2 extra charges.
Surprise
* Surprise can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with Surprise must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
You deal +2 damage while concealed and +1 damage while flanking your target. Passive.
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.
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.
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.
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.
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.
Blend
* This is useful for escaping a dicey situation or getting another use out of Surprise. * The concealment will break at the start of the player's turn.
Immediately grants concealment that is automatically broken after 2 turns.
Take Under
* Mechanically, this works just like the standard slash. * Attacking with a dash move will still only cost one action, but you need to have two actions currently available to dash. * This attack will never miss or graze, but its damage can still be mitigated by armor and other damage reduction effects.
An attack with your melee weapon that always hits and doesn't end the turn. Can only be used against wounded targets on 3 or less health.
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.
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.
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.
Bladestorm
*If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier. *If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range. *Bladestorm does not trigger on your own turn.
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
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.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
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.
Gas Grenade
* Adds 1 Gas Grenade to your inventory. * Upgrades to Gas Bomb once Gas Bombs are researched. * Full Kit and similar perks will not increase the amount of grenades added. * Does not add item weight.
Adds 1 Gas Grenade to your inventory.
Adrenaline
* Can activate up to 5 times per mission. * Does not activate when killing Lost. * Passive.
Each time you score a kill, you gain 1 Shield. Passive.
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.
Lacerate
* Like all knife attacks, this uses one action and does not end your turn. * The bleeding effect deals 2 damage per turn and lasts for 10 turns.
A knife strike that cuts open something important, causing the target to bleed out. Resets Run and Slice. Has a 3 turn cooldown.
Lightning Fang
* Free Action. Stab an adjacent foe with your blade.
Free Action. Stab an adjacent foe with your blade.
Scout
* This stacks with uses from carried battle scanners.
Grants 1 free battle scanner item to your inventory.
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.
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.
Cull The Weak
Gain +0.5% Crit Chance for every 1% of HP the target is missing.
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.
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.
Shadowmelt
* Like all knife attacks, this uses one action and does not end your turn. * Has a 3 turn cooldown.
Strike an enemy with the knife. If you kill the target, enter concealment. Resets Run and Slice. Has a 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.
Social Dynamo
Once per turn, when the soldier crits, they grant a crit chance buff to nearby allies.
Pyromaniac
* The free grenade is not affected by Packmaster.
Grants 1 free incendiary grenade 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.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
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.
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.
Guard
* Guard reduces the effectiveness of enemy attacks by downgrading their result: if an attack would Crit, it will be downgraded to a regular Hit. Hits are downgraded to Grazes, and Grazes (Dodges) will not hit the soldier at all. * When equipped with a Ballistic Shield, the attack is downgraded twice: Crits become Grazes, and regular Hits and Grazes are Deflected. * Guard will also reduce explosive damage by -50% at the cost of one charge.
Activate to Guard the next incoming attack, reducing its effectiveness. Can be used multiple times to Guard against multiple attacks. Can be used with Move-only actions. When carrying a Ballistic Shield, used automatically if the soldier didn't attack this turn.
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
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.
Parkour
* This soldier is able to climb walls. Note that windows cannot be climbed.
This soldier is able to climb walls.
Brawler
Take 35% less damage from any melee attack, or attacks from within 5 tiles.
Serrated Fang
* Has a 5 turn Cooldown.
Viciously stab an adjacent foe, inflicting severe rupture and bleeding.

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
3 2 2 2 3 2 2 2
Will
Will
4 4 0 0 0 0 0 0
Dodge
Dodge
2 2 2 2 2 2 2 2
Mobility
Mobility
2 0 0 0 0 0 0 0
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
3 5 7 9 12 14 16 18
Will
Will
4 8 8 8 8 8 8 8
Dodge
Dodge
2 4 6 8 10 12 14 16
Mobility
Mobility
2 2 2 2 2 2 2 2

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