Skirmisher (LWOTC)

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Skirmisher
The Skirmisher is a highly mobile unit specializing in Hit-and-Run style combat.

Class Overview

The Skirmishers are mobile and efficient soldiers that takes advantages of enemy flanks and can perform many actions in a single turn. They are equipped with a Bullpup which carries similar stats to the standard SMGs but deal slightly more damage. Their Ripjack is also equipped with a grappling hook that allows them to freely zip and move to higher elevations. This kit allows them to take advantage of enemy flanks and utilizing Hit and Run to gain additional actions which has replaced Marauder in the base game. Their Ripjack also allows them to slash at adjacent enemies for 1 action which also does not end their turn.

The Skirmisher can focus more on their Ripjack, gaining more special abiltiies to pull enemies into close range or themselves to the enemy while also improving their close combat capabilities.

The Skirmisher can place their focus on utilizing their Bullpup, utilizing their mobility to enter enemy flanks for kills and gaining further bonuses for scoring kills.

The Skirmisher can act as a Tactician, gaining special abilities that grant high utility in a number of ways from better utilization of small items, disrupting enemies and granting bonuses to their allies.

Weapons

Primary : Bullpups

Secondary : Ripjacks

Abilities

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

Rank Ability
Squaddie
Squaddie
Attack an adjacent target with your Ripjack. Does not end turn.
Deploy a grappling hook to move quickly to an elevated position.
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.
Hussar Judge Tactician
Lance Corporal
Lance Corporal
If you score a kill during your turn, the next attack against you during the enemy turn will miss. Upon usage, the ability goes on a 3 turn cooldown.
Use the Grapple to pull a humanoid target to you and deliver a Ripjack strike.
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.
Corporal
Corporal
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.
Use the Grapple to pull yourself to an enemy and deliver a Ripjack strike.
Grants +1 charge to every utility item and grenade equipped.
Sergeant
Sergeant
Grant an extra action to a squadmate.
If you score one or more kills on your turn, you are granted a single bonus move.
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically.
Staff Sergeant
Staff Sergeant
Attack an enemy with an electrical lash. This attack has a 4 turn cooldown.
Confers +10 aim and +10 defense against targets at a lower elevation.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Tech Sergeant
Tech Sergeant
Lowers all ability cooldowns on a selected ally soldier by up to 3 turns.
A powerful form of Overwatch. Instead of firing automatically, perform any single action. Free action.
Free Ripjack attacks on any enemies that enter or attack from melee range.
Gunnery Sergeant
Gunnery Sergeant
Gain +3 mobility with every kill this turn. Lasts 2 turns, including the current one.
Has a chance to panic any enemy that attacks this unit. The higher the will of this unit, the higher the panic chance.
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.
Master Sergeant
Master Sergeant
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
Unlocks the Ripjack Charge.
After each enemy in line of sight takes a turn, take an action after their turn is completed. No action points will be refunded (e.g. from Hit and Run).

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/20/30 AP per tier for offensive perks, 10/15/25 AP per tier for defensive perks and 35 AP for Tier 4 perks.

Tier 1 Defensive Tier 1 Offensive Tier 2 Defensive Tier 2 Offensive Tier 3 Defensive Tier 3 Offensive Tier 4
Enemies have 25% smaller detection range against you.
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
Gain 5 dodge per enemy you can see, up to a maximum of +30.
Grants 1 free flashbang item to your inventory.
This soldier has significantly reduced infiltration times while on missions.
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
Gain 20 Defense and 20 Crit chance while injured.
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.
Gain 40 dodge against attacks within four tiles.
Justice, Whiplash, and Wrath gain +15 aim.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
The cooldown for the Skrimisher's Grapple is reduced by one turn.
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP.
If you did not attack this turn, hunker down automatically.
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.
Makes partial cover count as full.
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn.
This soldier does not trigger overwatch or reaction fire.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
Missed attacks have an additional roll to become a graze.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy.
Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you gain an extra charge. Usable once per turn. Starts with one charge, and is a free action.
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
Ranged attacks against flanked enemies deal +2 damage.
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.
Your grenades now pierce up to 2 point(s) of armor, shred 0 additional point(s) of armor, and do full damage to units to the maximum extent of their area of effect.
You get an additional 20 Defense and 20 Dodge against attacks by the closest visible enemy while not flanked.
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Kills with your primary weapon restore 1 ammo.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Your explosives do significantly greater damage to cover objects and other things on the battlefield.
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack.
Shots fired with your primary weapon pierce 3 armor.

Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 1 0 0 1 0 1 1
Aim
Aim
2 1 2 2 2 1 2 1
Will
Will
5 5 2 0 2 0 2 2
Total Health
Health
0 1 1 1 2 2 3 4
Aim
Aim
2 3 5 7 9 10 12 13
Will
Will
5 10 12 12 14 14 16 18

Sample Builds

See Also

XCOM Units in Long War of the Chosen
Starting
XCOM2 rank rookie.png
Overview
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
Faction
XCOM2 class reaper.png
Reaper
XCOM2 class skirmisher.png
Skirmisher
XCOM2 class templar.png
Templar