Naja (LWOTC)

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The Naja are a Viper variant specialized as a sniper.

The Naja is a viper variant that is specialized in sniping and exchanges their physical strength for deadly precision. Their weaon of choice is a sniper rifle which allows them to fire at extreme range but requires 2 actions to fire and is not very effective in close range. A more lighter body also makes them incapable of binding targets but instead are capable of scaling buildings sliding along walls to reach higher elevations. As a sniper, they are capable of greatly taking advntage of higher elevation and utilize it to the max as they progress. Similar to Vipers, they are immune to poison

Naja (Rank 1)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 5 0 65 0 33 0 5 12 55 8
Veteran 6 0 70 0 33 0 5 12 60 8
Commander 6 0 80 10 40 0 10 12 60 8
Legend 7 0 80 10 40 0 10 12 65 9
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Naja Sniper Rifle 5 - 8 3 4 -
Max Units in Pod = 3
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 1 2 2 2 2 1 0 0 0 0 0 0 0 0 0 0
Follower Spawn Weight 0 0 0 0 0 0 1 2 3 4 6 5 4 3 2 2 1 0 0 0
Abilities and Tactical Upgrades
Poison Spit
* This ability costs 1-action, is non-turn ending and is usable once per mission * This ability has a range of 12 tiles and hits in a 4 tile radius.
Spit a deadly poison, that poisons any targets within the area and leaves a poison cloud that lasts 3-turns.
LW implants firecontrol.png
Fire Control (25)
'Reaction shots do not fire if the hit chance is less than 25%.
Squadsight
*Squadsight is best augmented by high ground, allowing soldiers relatively clear sight lines and an additional aim bonus to offset Squadsight's aim penalty. *When using Squadsight, there is no limit on how far your targets can be, but an aim penalty accumulates with distance. *Overwatch shots do not use squadsight by default.
You can target enemies within squadmates' sight, provided there is line of sight to the target.
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.
Poison Immunity
XCOM2 infoIcon custom 1.png
Immune to poison
Long Watch
*Like the Overwatch ability it upgrades, Long Watch suffers a base penalty to aim. *Long Watch also suffers the Squadsight penalty to aim that increases with distance.
Allow Overwatch to trigger with Squadsight.
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.

16% chance of applying after completion
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.

15% chance of applying after completion
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.

8% chance of applying after completion
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.

33% chance of applying after completion


Naja Serpens (Rank 2)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 7 0 70 0 33 5 10 13 72 9
Veteran 8 0 80 10 33 5 10 13 77 9
Commander 9 0 85 10 40 5 15 13 77 9
Legend 10 0 85 10 40 5 15 13 77 10
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Naja Sniper Rifle 5 - 10 3 4 Pierce: 2
Max Units in Pod = 3
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 0 0 0 1 2 2 2 2 2 1 0 0 0 0
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 1 4 5 5 6 6 5 5 5
Abilities and Tactical Upgrades
Poison Spit
* This ability costs 1-action, is non-turn ending and is usable once per mission * This ability has a range of 12 tiles and hits in a 4 tile radius.
Spit a deadly poison, that poisons any targets within the area and leaves a poison cloud that lasts 3-turns.
LW implants firecontrol.png
Fire Control (25)
'Reaction shots do not fire if the hit chance is less than 25%.
Squadsight
*Squadsight is best augmented by high ground, allowing soldiers relatively clear sight lines and an additional aim bonus to offset Squadsight's aim penalty. *When using Squadsight, there is no limit on how far your targets can be, but an aim penalty accumulates with distance. *Overwatch shots do not use squadsight by default.
You can target enemies within squadmates' sight, provided there is line of sight to the target.
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.
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.
Poison Immunity
XCOM2 infoIcon custom 1.png
Immune to poison
Long Watch
*Like the Overwatch ability it upgrades, Long Watch suffers a base penalty to aim. *Long Watch also suffers the Squadsight penalty to aim that increases with distance.
Allow Overwatch to trigger with Squadsight.
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.

16% chance of applying after completion
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.

15% chance of applying after completion
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.

8% chance of applying after completion
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.

33% chance of applying after completion


Naja Elite (Rank 3)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 10 0 80 10 33 10 15 13 90 10
Veteran 12 0 85 15 33 10 15 14 95 10
Commander 13 0 90 20 40 10 20 14 95 10
Legend 14 0 95 20 40 10 20 14 100 11
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Naja Sniper Rifle 6 - 11 4 4 Pierce: 4
Max Units in Pod = 3
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 2 2 2 2
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 6 8
Abilities and Tactical Upgrades
Poison Spit
* This ability costs 1-action, is non-turn ending and is usable once per mission * This ability has a range of 12 tiles and hits in a 4 tile radius.
Spit a deadly poison, that poisons any targets within the area and leaves a poison cloud that lasts 3-turns.
LW implants firecontrol.png
Fire Control (25)
'Reaction shots do not fire if the hit chance is less than 25%.
Squadsight
*Squadsight is best augmented by high ground, allowing soldiers relatively clear sight lines and an additional aim bonus to offset Squadsight's aim penalty. *When using Squadsight, there is no limit on how far your targets can be, but an aim penalty accumulates with distance. *Overwatch shots do not use squadsight by default.
You can target enemies within squadmates' sight, provided there is line of sight to the target.
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.
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.
Poison Immunity
XCOM2 infoIcon custom 1.png
Immune to poison
Long Watch
*Like the Overwatch ability it upgrades, Long Watch suffers a base penalty to aim. *Long Watch also suffers the Squadsight penalty to aim that increases with distance.
Allow Overwatch to trigger with Squadsight.
LW implants depthperception.png
Depth Perception
'Gain 5 aim and reduce enemies dodge by 25 when at a higher elevation than your target.
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.

16% chance of applying after completion
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.

15% chance of applying after completion
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.

8% chance of applying after completion
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.

33% chance of applying after completion


Tips

  • Like most flankable units, they will ideally try to find reasonable cover whenever flanked. This can be taken advantage of if you want to force enemies to move. This is especially punishing for Naja's as their sniper rifle requires 2 actions to fire so spending a move effectively skips their turn. Be careful though as ridding them of any possible safe positions or flanking yourself can instead encourage them to make a last ditch effort to injure our soldiers.
  • Poison Spit can easily be negated by simply carrying a medikit which grants poison immunity. This immunity can also block the initial poison when spat at, wasting their turn. While Viper's can sometimes spit at a single target, if you group multiple units closeby with immunity it will encourage the viper to spit but is then wasted as you can't be affected.
  • As the sniper rifle requires 2 actions to fire, another way to avoid them is to get out of reasonable line of sight. Attempt to take advantage of the environment to avoid being shot at.