Specialist (LWOTC)

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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. Specialists are also able to focus on effective overwatch fire to help cover for the squad.

"Medic" type Specialists employ their GREMLINs 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.

"Watcher" type Specialists shifts their focus not on their GREMNLINs but on their primary weapons, able to effectively react against unsuspecting enemies with overwatch fire. However they are unable to utilize the GREMNLINs effectively as other types in order to provide support for the squad beyond covering fire.

"Hacker" type Specialists aggressively engage enemies with their GREMLINs, 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.

Weapons

Primary : Rifles , SMGs , Shotguns .

Secondary : GREMLIN

Specialists can use the standard set of weapons available to all non-rookies: an assault rifle for a standard issued weapon, an SMG for mobility and mid-close range combat or a shotgun for lethal close range.

As with vanilla, Specialists use GREMLINs as secondaries, allowing them to perform many support 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
GREMLIN cancels overwatch on targeted unit.
Attempt to remotely breach security on a network access point with your GREMLIN/BIT.
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.
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.
Medic Watcher Hacker
Lance Corporal
Lance Corporal
Send the GREMLIN to an ally to remove any negative mental status effects: Disoriented, Stunned, Panicked, or Unconscious.
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.
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).
Corporal
Corporal
Reduce wound recovery times for most soldiers.
When in overwatch, you may take two reaction shots.
Enemy units that are hacked take damage and lose their actions on the turn the hack effect ends.
Sergeant
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.
Reaction shots confer an aim malus on enemies and can now be triggered by any enemy action, not just movement.
If you fail a hack, you prevent any negative effects from occurring.
Staff Sergeant
Staff Sergeant
Aid Protocol now neutralizes fire, poison, acid and bleeding.
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
Tech Sergeant
Healing abilities restore four additional hit points.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
The Specialist sends the GREMLIN to an enemy to jolt them. Attack chains to nearby enemies. Damage is increased against robotic enemies.
Gunnery Sergeant
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
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 disorienting non-robotic 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 10/20/30 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
Grants 1 free flashbang item to your inventory.
Grants +1 charge per grenade item in a utility slot.
This soldier does not trigger overwatch or reaction fire.
Missed attacks have an additional roll to become a graze.
If you score one or more kills on your turn, you are granted a single bonus move.
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
Grants one free smoke grenade item to your inventory.
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
Your primary weapon attacks shred armor.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
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.
If you did not attack this turn, hunker down automatically.
Confers +10 aim and +10 defense against targets at a lower elevation.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 4 turn cooldown.
After throwing or launching a grenade, you will automatically enter overwatch.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Ranged attacks against flanked enemies deal +2 damage.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
Gain 20 Defense and 20 Crit chance while injured.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
This soldier has significantly reduced infiltration times while on missions.
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
When targeted by enemy fire, automatically fire back with your primary weapon once per turn.
All squad members get 10 Crit chance against enemies you can see.
Enter overwatch after firing a turn ending standard shot with your primary weapon.
Gain 40 dodge against attacks within four tiles.
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Makes partial cover count as full.
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
Gain 15 defense and 50 dodge against reaction attacks.
Kills with your primary weapon restore 1 ammo.
Once per turn, take a reaction shot with your primary weapon at a visible enemy that has fired upon a visible ally.
Killing an enemy grants a stackable +20 hack bonus that lasts 3 turns.
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.
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.

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 0 1
Aim
Aim
3 3 2 2 2 2 1 1
Will
Will
5 5 0 0 0 0 0 0
Hacking
Hacking
40 10 5 5 5 5 5 5
Total Health
Health
0 1 1 1 2 2 2 3
Aim
Aim
3 6 8 10 12 14 15 16
Will
Will
5 10 10 10 10 10 10 10
Hacking
Hacking
40 50 55 60 65 70 75 80

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