Stormtrooper (TJ)
Appearance

Charging ever forward, the Stormtrooper relies on their mobility, carrying only a bullpup rifle and a set of grenades. Highly aggressive, the Stormtrooper can clear a room easily.
Class Overview
The Stormtrooper is a highly aggressive mobile unit, carrying only a bullpup and a flashbang by default. Closing quickly with the enemy, the stormtrooper delivers a high volume of fire from close range, relying on their mobility to stay alive.
Weapons
Primary: Bullpups
Secondary: None
Abilities
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| Rank | Ability | ||
Squaddie |
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. |
Gain 15 defense and 50 dodge against reaction attacks. |
Grants 1 free flashbang item to your inventory. |
|---|---|---|---|
| Breacher | Runner | Clearer | |
Lance Corporal |
The next grenade you throw or launch this turn doesn't cost an action. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
You gain +20 Aim and +20 Crit on attacks against adjacent targets. The bonus decreases with range, to a maximum of 6 tiles. |
Corporal |
Grenades have a 15% chance to stun both organic and robotic enemies. |
Take an action after dashing. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Sergeant |
Throwing a grenade or using an item no longer ends the turn and grenades have no cooldown. In addition, you can throw grenades 2 tiles further and their radius is increased by 1. Grants a Grenade-only slot. Grants +5 aim and +1 mobility. |
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. |
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. |
Staff Sergeant |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
If you score one or more kills on your turn, you are granted a single bonus move. |
When fired upon, gain one extra action on the next turn. Triggers no more than once per turn. Attacks against you suffer a -15 penalty to critical hit chances. |
Tech Sergeant |
Your grenades, rockets and heavy weapons do full damage to the maximum extent of their area of effect. |
Gain +2 mobility with every kill this turn. Lasts 2 turns, including the current one. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
Gunnery Sergeant |
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage). |
Ranged attacks against flanked enemies deal +2 damage. |
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive. |
Master Sergeant |
Grants +1 charge to every utility item and grenade equipped. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
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 |
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. |
Your explosives do significantly greater damage to cover objects and other things on the battlefield. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
If you did not attack this turn, hunker down automatically. |
Gain 5 dodge per enemy you can see, up to a maximum of +30. |
Make a special melee attack against any enemy within movement range that deals little damage but stuns the target for 1 turn. | |
Grants one free smoke grenade item to your inventory. |
Grants 1 free explosive grenade item to your inventory. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Grants 1 free incendiary grenade item to your inventory. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. | |
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning. |
Makes partial cover count as full. |
This soldier has significantly reduced infiltration times while on missions. |
You are immune to the first shot that hits you each mission. |
Missed attacks have an additional roll to become a graze. |
If you get at least one kill during your turn, automatically Hunker Down at the end of it. |
Grants 2 random free grenade items to your inventory. | |
Your grenades now pierce up to 2 point(s) of armor and shred 1 additional point(s) of armor. |
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. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
Grants 1 free battle scanner item to your inventory. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
Your flashbang grenades have a 50% chance to stun enemies. | |
There is a chance of an extra loot drop whenever you are on a mission. |
Gain 20 Defense and 20 Crit chance while injured. |
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Equipped medikits have 2 extra charges. |
Gain 40 dodge against attacks within four tiles. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. | |
Enemies have 25% smaller detection range against you. |
Gain +20 aim and +10 crit for successive shots at the same enemy unit. |
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have a -15 aim penalty. Has a 3 turn cooldown. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
Gain additional +15 aim and +15 crit against holotargeted units. |
All of your weapons do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies (Bonus damage only for explosive weapons). All weapons and attacks are affected, be it fire, grenades or even rockets from both launchers. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. | |
Grenades have a 15% chance to stun both organic and robotic enemies. |
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. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Once per turn, gain an additional action after taking a standard shot at an enemy suffering from bleeding, poison, burning, or acid burning. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
You do one additional point of base damage when using guns. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 0 | 1 | 0 | 0 | 1 |
Aim |
2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
5 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 1 | 2 | 2 | 2 | 3 |
Aim |
2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | |
Will |
5 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |