The Skirmishers are a Resistance faction introduced in the XCOM 2 expansion, War of the Chosen.

Although they are consistently referred to as Skirmishers, their specific name and insignia are randomly generated or selected with every playthrough (see infobox and this section). Click here to generate another set.


They are one of the three Resistance factions that are actively hunting The Chosen. They are former ADVENT soldiers with the neural chip connecting them to the alien's Psionic Network removed. As a result, they are free from the aliens' control and looking to redeem themselves for the sins of their past. They are lead by Betos, the first Skirmisher ever disconnected due to a defective chip implant.

Skirmishers wear customized ADVENT armor and helmet to distinguish themselves.

Resistance Orders[]

Skirmishers Resistance Orders focus on exploiting weaknesses of ADVENT and providing insider knowledge to XCOM.

Order Description
Bomb Squad Experimental Grenade and Heavy Weapon projects are completed instantly in the Proving Grounds.
Decoys and Deceptions All knowledge gained by the Chosen is reduced by 33%.

'The Elders' Chosen are not as superior as they would have us believe.' - Betos

Double Agent On every mission, there is a chance that an ADVENT unit will join the XCOM squad.

'There are still those waiting to be freed from the Elders' service, we must only find them.' - Betos

Impact Modelling The speed of all armor research is increased by 15%.
Information War The Tech Defense of all enemies and hack targets is lowered by -20.

'Their network has many vulnerabilities, it was conceived of by humans under duress.' - Betos

Inside Job I All Intel rewards increased by 10%.

'Use our knowledge of their ways to further the cause.' - Betos

Inside Job II All Intel rewards increased by 15%.

'None have seen more of the Elders' false vision than those who have served them.' - Betos

Inside Knowledge The effect of all weapon modifications is increased.

'When our bodies were freed, our minds still retained all that we knew of our training.' - Betos

Integrated Warfare All PCS effects are increased.
Modular Construction Facility construction speed is increased by 25%.

'My kind know all too well the Elders' means of quickly infesting new worlds.' - Betos

Private Channel All mission timers are increased by 2 turns.

'The Elders' forces have flaws, weaknesses to be exploited by those aware.' - Betos

Quid Pro Quo All Black Market costs reduced by 33%.

'We requested a discount. They were not in a position to decline.' - Betos

Sabotage Remove one block of Avatar Progress at the end of every month.

'As the Elders' vision crumbles, we will bask in their anger.' - Betos

  • Removes 1 dot from the Avatar statue in the ocean. If the the statue has no dot under it, removes 1 dot from any Facility on the map instead, which may result in Facilities with 0 dot.

Tactical Analysis Enemy units lose one action on their next turn if discovered on the XCOM turn.

'Without our Commander to lead them, ADVENT has limited tactical options.' - Betos

  • Most enemies will have only one action left, and can either move or attack -- but not both. Exceptions being Sectopods and Gatekeepers as they have 3 actions in a turn.
  • ADVENT Stun Lancers often shoot instead of melee due to not being able to cover the distance with one action.
  • ADVENT Purifiers often run away into cover if their flame attack cannot reach your soldier from where they stand.
  • Codex can still attack as normal with one action, as their Teleport ability costs no action.

Under the Table I The Black Market pays a 20% Supply Premium for goods.

'There was no discussion needed, our terms were met on first glance.' - Betos

Under the Table II The Black Market pays a 30% Supply Premium for goods.

'Some are intimidated by our kind, and if it furthers the cause, we will impose upon them.' - Betos

Vulture Enemies drop additional loot items.

'Take everything they have stolen from this world.' - Betos

Weak Points Any shredding attack from XCOM does an additional +1 shred to the target.

'The Elders' protection of those bound to their will has its limits.' - Betos


XCOM2 WotC7.jpg

Skirmishers are a hero unit class in XCOM 2. They are armed with the KAL-7 Bullpup and a Ripjack as their primary and secondary weapons respectively. Their abilities are specialized in order to gain additional actions for their turn and be able to make use of them effectively.

By default, Skirmishers have a skill called Marauder that allows them to fire without ending the Skirmisher's turn. This allows them to take as many shots as they have remaining actions, or shoot and move in any order.

They also have the ability to Grapple to higher positions without consuming any actions, and they are able to use their grapple to grab onto enemies with abilities like Justice.

In the Lost and Abandoned story mission, a Skirmisher with the fixed name Pratal "Mox" Mox appears and is abducted by the Chosen Assassin at the end of the mission - a Covert Action to recover them becomes available soon afterward.


Resistance Faction hero units are not promoted like traditional XCOM soldiers. Instead, they gain ability points with every promotion to spend on their abilities. A resistance faction unit can buy multiple abilities from the same rank but requires that rank to purchase it. Players may use their ability points from both the unit's own reserves and the shared XCOM pool of ability points to purchase abilities.

The Skirmisher has three different paths of abilities. The Hussar path focuses on free actions and allowing the Skirmisher to use their abilities often and effectively. The Judge path focuses on Ripjack attacks, improving the Skirmisher's abilities in melee combat and giving them additional methods to initiate melee combat. The Tactician path focuses on the Skirmisher's ability to make the most out of their actions and turns by giving them bonuses by being combat active during their turn.

As with all Resistance Faction hero units, Skirmishers can also buy abilities typically used by normal XCOM soldiers for use in the field. The Skirmisher, in particular, is able to purchase some Grenadier and pistol-oriented Sharpshooter abilities like Volatile Mix and Return Fire.

Squaddie Marauder - Shots are not turn ending, allowing for shooting and moving or shooting twice in a turn. Justice - Use the Grapple to pull a humanoid unit to you and deliver a ripjack strike. 4 turn cooldown. Grapple - Deploy a grappling hook to move quickly to an elevated position.
Corporal Reflex - When fired upon, gain one extra action on the next turn. Triggers once per mission. Total Combat - Throwing a grenade or using an item no longer ends the turn.
Sergeant Wrath - Use the Grapple to pull yourself to an enemy and deliver a ripjack strike. 4 turn cooldown. (Does not share a cooldown with Justice.) Zero In - Subsequent shots on the same turn provide +10 critical chance. If against the same target, they also grant +10 hit chance.
Lieutenant Whiplash - Attack an enemy with an electrical lash. This attack does not cost an action. 1 charge per mission. Full Throttle - Gain +2 mobility for every kill this turn.
Captain Combat Presence - Grant an additional action to a squadmate. Retribution - Free ripjack strikes on any enemies that enter or attack from melee range. Interrupt - A powerful form of Overwatch. Instead of firing automatically, perform any single action. 1 charge per mission.
Major Waylay - When entering Overwatch, you can take as many shots as you have remaining actions. [1] Reckoning - Unlocks the Ripjack Slash attack. 5 turn cooldown.
Colonel Manual Override - Lower all ability cooldowns by 1. Does not end the turn. Battlelord - After each enemy in line of sight takes an action, take an immediate action. 1 charge per mission. Lasts 1 turn. Judgement - When targeted by an attack, the enemy has a chance to panic.


[1] This actually means that in addition to the 1 reaction shot given by Overwatch, you can have additional shots during overwatch, as many as the Action Points left when Overwatch was activated. In other words, you're guaranteed two shots (because at least 1 AP must be left to activate Overwatch), three shots if you don't move, and up to five shots if the Skirmisher's bondmate activated Advanced Teamwork twice.

XCOM Possible Abilities[]

  • Return Fire - When targeted by enemy fire, automatically fire back with your bullpup once per turn.
  • Tactical Rigging - Provides an additional utility slot.
  • Lightning Reflexes - Each turn, the first Reaction shot against you misses.
  • Volatile Mix - Your grenades deal +2 damage.
  • Saturation Fire - Fire a cone shaped barrage of bullets at every enemy in an area. In addition, the cover of those enemies can be damaged or destroyed. Uses 3 ammunition.

Tactical Information[]

Main article: Skirmisher Class/Guides

Behind the scenes[]

Faction Skirmisher bottom 1.png
Faction Skirmisher top 1.png
  • The name and insignia are randomly generated. Unlike Reapers, there are multiple elements to the insignia (the one on the right has been randomly generated).

The game chooses the base name and then applies either a prefix or suffix (never both at once).

Prefix Name Suffix
Hellfire Crusaders of Blood
Flame Phalanx of Chaos
Solar Rebels of Dusk
Sunrise Riders of Flame
Sunset Troopers of Vengeance
Vengeful Vanquishers of the Dawn
Unyielding Warriors of the Sun
Judging Harbingers of Justice
Legion of Judgment
Brigade of the Apocalypse




XCOM 2 War of the Chosen - Inside Look The Skirmisher

Skirmisher Promo Video