Specialist (LW2)

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Specialist
Operating some of our most advanced equipment, Specialists deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty.

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

Rank Ability
Squaddie
Squaddie
Aid Protocol
*Aid Protocol, if used with your first action, will not end your turn. *As Aid Protocol takes effect immediately, it can be used to defend against reaction fire from enemies. *More advanced GREMLIN models will increase the defensive bonus granted by Aid Protocol.
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.
Haywire Protocol
*Hacking a robotic enemy or turret pits the Specialist's Hacking stat against the enemy's Tech Defense stat. *Upgrading your GREMLIN will lead to an increased Hacking stat. *Hacked turrets will remain under your control for the duration of the mission, while other robotic enemies can only be controlled for a short time.
You may target robotic and mechanical enemies with your GREMLIN, attempting to hack them and seize control.
Hack
* Map items (chests, workstations, etc.) can be hacked from a distance using the GREMLIN.
Attempt to remotely breach security on a network access point with your GREMLIN.
Medic Hacker
Lance Corporal
Lance Corporal
Revival Protocol
*Revival Protocol can be used to revive unconscious soldiers, including those who have been stabilized after bleeding out. *Revival Protocol, if used with your first action, will not end your turn. *Starts with two charges, but upgrading your GREMLIN may provide more.
Send the GREMLIN to an ally to remove any negative mental status effects: Disoriented, Stunned, Panicked, or Unconscious.
Sentinel
*The two reaction shots cannot be against the same target.
When in overwatch, you may take two reaction shots.
Combat Protocol
*Combat Protocol has two charges per mission. *Upgrading your GREMLIN will lead to more damage per charge.
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.
Corporal
Corporal
Field Surgeon
*Field Surgeon reduces the number of hit points a soldier must heal after being wounded in battle by 1. *Multiple Field Surgeons on a mission have a chance to reduce would recovery time further. *The effect includes the soldier with the ability. *It does not affect soldiers who suffered killing woulds and are stabilized from bleeding out.
Reduce wound recovery times for most soldiers.
Covering Fire
* If triggered by an enemy action, Covering Fire will trigger before the enemy action completes. * If triggered by an enemy in cover, Covering Fire will respect that cover with "to-hit" calculations.
Overwatch shots can now be triggered by any enemy action, not just movement. Targets of overwatch shots receive -10 aim for the rest of the turn whether or not the shot was triggered because of this ability.
Interference
*Cancels overwatch on targeted unit. *Uses one action. *3 charges per battle with the conventional GREMLIN. *Extra charges with advanced GREMLINs.
GREMLIN cancels overwatch on targeted unit. Use three times per battle. Number of uses is increased with advanced GREMLINs.
Sergeant
Sergeant
Medical Protocol
*Upgrading you GREMLIN will lead to more HP healed per charge. *GREMLIN Heal or GREMLIN Stabilize when used as your first action will not end your turn.
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.
Scanning Protocol
*Scanning Protocol gains bonus charges with improved Gremlins. *In addition to hidden and disguised enemies, enemies blocked from line of sight by walls or obstructions will also be revealed by Scanning Protocol.
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.
Trojan
*Enemy units hacked by Haywire Protocol take 0 to 8 damage and lose their actions on the turn the hack effect ends. *Applies to units stunned or taken over by Haywire Protocol. *Damage calculated based on Hacking Stat vs. target's Hack Defense.
Enemy units that are hacked take damage and lose their actions on the turn the hack effect ends.
Staff Sergeant
Staff Sergeant
Field Medic
*If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Equipped medikits have 2 extra charges.
Ever Vigilant
* Ever Vigilant enables an extremely mobile style of play for the soldier. * 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.
Airdrop
*Grants an explosive grenade to the targeted ally. *Airdrop initially confers a frag grenade, but as XCOM's technology improves it will instead provide a more advanced device. *Activating Airdrop uses one action and does not end the soldier's turn. *Use twice per mission.
The GREMLIN grants an explosive grenade to the targeted ally. Use twice per mission.
Tech Sergeant
Tech Sergeant
Savior
*Effect applies to GREMLIN heals, Medikits and Restoration abilities.
Healing abilities restore four additional hit points.
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.
Failsafe
*If you fail a hack, you prevent any negative effects from occurring.
If you fail a hack, you prevent any negative effects from occurring.
Gunnery Sergeant
Gunnery Sergeant
Rescue Protocol
*Rescue Protocol can only be used on allies with no action points left. *It cannot be used on concealed, suppressing or overwatching units. *An ally cannot benefit from both Command and Rescue Protocol in the same turn. *Uses one action. *Charges increase with improved Gremlin technology.
Use your Gremlin to grant a movement action to an ally.
Threat Assessment
*If a Sharpshooter is the target of Threat Assessment, they will take their Covering Fire shot with their pistol, not their sniper rifle.
Aid Protocol now grants the target a Covering Fire Overwatch shot.
Full Override
*Full Overdrive is a special hack action usable against enemy robotic units. *It has one charge that is only expended if a successful override occurs. *Requires one action and ends the soldier's turn. *The first hack option, Command Enemy, will grant control of the robotic unit for the duration of the mission. *The second hack option, Master Enemy, also grants a stat bonus for the rest of the mission for all robots, and will permanently transfer any MEC units to the Resistance. *If the Master Enemy hack succeeds, and the MEC and the specialist both survive the mission, the MEC will follow new programming and make its way to a Resistance base, where it will serve the Resistance. It does not need to be evacuated when the mission ends.
Take permanent control of a robotic unit and potentially acquire ADVENT MECs for the Resistance.
Master Sergeant
Master Sergeant
Restoration
*Restoration has one charge per mission. *Restoration will heal more HP as you upgrade your GREMLIN.
The GREMLIN flies to each squad member, healing or reviving them as needed.
Kill Zone
* There is no limit to the amount of Kill Zone shots a soldier can take outside of ammo counts. * Kill Zone utilizes Squadsight, even if the soldier does not have the Long Watch ability. * Kill Zone has a 3 turn cooldown.
Take a reaction shot against any enemy that moves or attacks within a cone of fire.
Capacitor Discharge
*Capacitor Discharge has one charge per mission. *Capacitor Discharge will deal more damage as you upgrade your GREMLIN.
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.
  • Once you have researched plasma grenades, Airdrop will begin dropping them instead of frag grenades.
  • Haywire Protocol/Full Override:
    • A control-hacked turret has its Action Points available starting on the current turn.
    • A control-hacked MEC (that is not a turret) will have its Action Points available starting on the following turn.

Stat Progression

Rank Per Level Total
Health
Health
Offense
Offense
Will
Will
Mobility
Mobility
Dodge
Dodge
Hacking
Hacking
Health
Health
Offense
Offense
Will
Will
Mobility
Mobility
Dodge
Dodge
Hacking
Hacking
Squaddie
Squaddie
0 2 9 - 17 0 0 40 0 2 9 - 17 0 0 40
Lance Corporal
Lance Corporal
1 2 9 - 17 0 0 10 1 4 18 - 34 0 0 50
Corporal
Corporal
0 2 4 - 12 0 0 5 1 6 22 - 46 0 0 55
Sergeant
Sergeant
0 2 4 - 12 0 0 5 1 8 26 - 58 0 0 60
Staff Sergeant
Staff Sergeant
1 2 4 - 12 0 0 5 2 10 30 - 70 0 0 65
Tech Sergeant
Tech Sergeant
0 2 4 - 12 0 0 5 2 12 34 - 82 0 0 70
Gunnery Sergeant
Gunnery Sergeant
0 2 4 - 12 0 0 5 2 14 38 - 94 0 0 75
Master Sergeant
Master Sergeant
1 2 4 - 12 0 0 5 3 16 42 - 106 0 0 80
  • This class also gains 1 point of strength, though it's only used for alien abilities.

See Also

XCOM Units in Long War 2
Starting
XCOM2 rank rookie.png
Soldiers
LW2 class assault.png
Assault
XCOM2 class grenadier.png
Grenadier
LW2 class Gunner.png
Gunner
XCOM2 class ranger.png
Ranger
XCOM2 class sharpshooter.png
Sharpshooter
LW2 class Shinobi.png
Shinobi
XCOM2 class specialist.png
Specialist
LW2 class Technical.png
Technical
Unlockable
XCOM2 class psiop.png
Psi Operative
XCOM2 class spark.png
SPARK
LWOfficers RankFieldCommander.png
Officers