Difference between revisions of "Specialist (LWOTC)"
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"Medic" type Specialists (Left branch) employ their Gremlin drones to triage allies remotely and efficiently (even beyond the Specialist's line of sight), helping keep the squad in fighting shape even as injuries and negative status effects mount, but are merely average in combat when you aren't constantly tasking their Gremlins. | "Medic" type Specialists (Left branch) employ their Gremlin drones to triage allies remotely and efficiently (even beyond the Specialist's line of sight), helping keep the squad in fighting shape even as injuries and negative status effects mount, but are merely average in combat when you aren't constantly tasking their Gremlins. | ||
− | "Hacker" type Specialists (Right branch) aggressively engage enemies with their drones, dealing guaranteed damage and fielding | + | "Hacker" type Specialists (Right branch) aggressively engage enemies with their drones, dealing guaranteed damage and fielding an optimized, safe Haywire Protocol to turn the enemy's heaviest weapons against them, but can leave the squad lacking in medical options if you do not field many medkits elsewhere in the unit. |
Specialists can also improve their direct combat capabilities (particularly overwatch fire) via center branch perks, and these can be mixed in with the other branches depending on squad needs. Specialists also make great officer candidates, as they already tend to act in direct support of their squadmates. | Specialists can also improve their direct combat capabilities (particularly overwatch fire) via center branch perks, and these can be mixed in with the other branches depending on squad needs. Specialists also make great officer candidates, as they already tend to act in direct support of their squadmates. | ||
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'''Primary''': [[Weapons_(LWOTC)#Assault_Rifles|Rifles]], [[Weapons_(LWOTC)#Submachine_Guns|SMGs]], [[Weapons_(LWOTC)#Shotguns|Shotguns]]. | '''Primary''': [[Weapons_(LWOTC)#Assault_Rifles|Rifles]], [[Weapons_(LWOTC)#Submachine_Guns|SMGs]], [[Weapons_(LWOTC)#Shotguns|Shotguns]]. | ||
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'''Secondary''': [[Weapons_(LWOTC)#GREMLINs|GREMLIN]] | '''Secondary''': [[Weapons_(LWOTC)#GREMLINs|GREMLIN]] | ||
Latest revision as of 17:44, 19 April 2024
Class Overview
Specialists in Long War 2 are largely similar to XCOM 2's Specialist class, with several exceptions. Haywire Protocol is available for all Specialists from the start, allowing you to build out medical specialists while still putting their Hack stat to use. Combat Hackers gain more options and failsafes to allow them to hack and control foes while managing the consequences of success and failure in XCOM's favor.
"Medic" type Specialists (Left branch) employ their Gremlin drones to triage allies remotely and efficiently (even beyond the Specialist's line of sight), helping keep the squad in fighting shape even as injuries and negative status effects mount, but are merely average in combat when you aren't constantly tasking their Gremlins.
"Hacker" type Specialists (Right branch) aggressively engage enemies with their drones, dealing guaranteed damage and fielding an optimized, safe Haywire Protocol to turn the enemy's heaviest weapons against them, but can leave the squad lacking in medical options if you do not field many medkits elsewhere in the unit.
Specialists can also improve their direct combat capabilities (particularly overwatch fire) via center branch perks, and these can be mixed in with the other branches depending on squad needs. Specialists also make great officer candidates, as they already tend to act in direct support of their squadmates.
Lastly, as with XCOM 2, including one specialist of any rank in a squad is vital if the mission objective entails hacking a container, door, or other electronic node, allowing you to complete your mission objective from sight range rather than melee range, and even if the rest of your squad is bogged down in a firefight.
Weapons
Primary: Rifles, SMGs, Shotguns. Secondary: GREMLIN
As with vanilla, Specialists use GREMLINs as secondaries, allowing them to perform many actions at range. Better GREMLINs improve their abilities as well as their Hacking stat.
Abilities
Mouse-over for more information.
Rank | Ability | ||
Squaddie |
Command your GREMLIN to move to a friendly target. It grants that target a bonus to Defense until the start of the next player turn. |
You may target robotic and mechanical enemies with your GREMLIN, attempting to hack them and seize control. 4-Turn cooldown. |
Attempt to remotely breach security on a network access point with your GREMLIN/BIT. |
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Medic | Hacker | ||
Lance Corporal |
Send the GREMLIN to an ally to remove any negative mental status effects: Disoriented, Stunned, Panicked, or Unconscious. |
When in overwatch, you may take two reaction shots. |
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies. |
Corporal |
Reduce wound recovery times for most soldiers. |
Reaction shots confer an aim malus on enemies and can now be triggered by any enemy action, not just movement. |
GREMLIN cancels overwatch on targeted unit. |
Sergeant |
The GREMLIN can perform healing actions remotely: GREMLIN Heal and GREMLIN Stabilize. The GREMLIN has a single charge. If a medikit is equipped, the GREMLIN will gain an additional charge. |
The GREMLIN can trigger an instant scan of the area, increasing the Specialist's sight radius substantially for one turn, and revealing any hidden or disguised enemies in view. Free Action. |
Enemy units that are hacked take damage and lose their actions on the turn the hack effect ends. |
Staff Sergeant |
Equipped medikits have 2 extra charges. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
The GREMLIN grants an explosive grenade to the targeted ally. Usable 2 time(s) per mission. |
Tech Sergeant |
Healing abilities restore four additional hit points. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
If you fail a hack, you prevent any negative effects from occurring. |
Gunnery Sergeant |
Use your GREMLIN to grant a movement action to an ally and grant them a small boost to dodge and mobility. |
Aid Protocol grants the target a Covering Fire Overwatch shot. |
Take permanent control of a robotic unit and potentially acquire ADVENT MECs for the Resistance. |
Master Sergeant |
The GREMLIN flies to each squad member, healing or reviving them as needed. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. |
Send the GREMLIN to a location where it emits a substantial electric discharge, damaging and potentially stunning all nearby units. Robotic units take more damage. |
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 |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Send the Gremlin to deploy a small flashbang on an enemy target, disorienting all enemy units within a small radius (reducing their Aim by 20 and Mobility by 6). |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
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. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. | |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Your grazing attacks are automatically upgraded to normal hits. |
Grants +1 charge per grenade item in a utility slot. |
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. |
Take a shot with a small aim penalty for a significant damage boost. |
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. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. | |
If you did not attack this turn, hunker down automatically. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 4 turn cooldown. |
Ranged attacks against flanked enemies deal +2 damage. |
Killing an enemy grants a stackable +20 hack bonus that lasts 3 turns. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
If you score one or more kills on your turn, you are granted a single bonus move. | |
Grants 1 free flashbang item to your inventory. |
Makes partial cover count as full. |
Standard shots with your primary weapon are not turn-ending. |
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching. |
Gain 40 dodge against attacks within four tiles. |
Aid Protocol now neutralizes fire, poison, acid and bleeding. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. | |
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
Kills with your primary weapon restore 1 ammo. |
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. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. |
Take an action after dashing. | |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
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. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Grants one free smoke grenade item to your inventory. |
When targeted by enemy fire, automatically fire back with your primary weapon once per turn. |
Your primary weapon attacks shred armor. | |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
This soldier does not trigger overwatch or reaction fire. |
Shots fired with your primary weapon pierce 3 armor. |
Enter overwatch after firing a turn ending standard shot with your primary weapon. |
Gain 20 Defense and 20 Crit chance while injured. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
After throwing or launching a grenade, you will automatically enter overwatch. |
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 | |
Hacking |
40 | 10 | 5 | 5 | 5 | 5 | 5 | 5 | |
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 | |
Hacking |
40 | 50 | 55 | 60 | 65 | 70 | 75 | 80 |
Sample Builds
See Also
XCOM Units in Long War of the Chosen | ||||||||||||||||||||||||||
Starting |
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Unlockable |
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Faction |
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