Agent (TJ)
Appearance

The Agent is a flexible soldier that is equally adept with a shotgun, SMG, or sniper rifle, and can also fight at melee range with their knife. What makes them stand out the most, though, is their speed and talent for stealing enemy assets.
Class Overview
The Agent is a flexible soldier that is equally adept with a shotgun, SMG, or sniper rifle, and can also fight at melee range with their knife. What makes them stand out the most, though, is their speed and talent for stealing enemy assets.
Weapons
Primary: Shotguns, Sniper Rifles, SMGs
Secondary: Combat Knives
Abilities
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for more information.
| Rank | Ability | ||
Squaddie |
Move to and slice a target. Uses one action and doesn't end the turn but can only be used once per turn. Has a 4 turn cooldown that can be reset by using other knife perks. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
You may make a melee attack with your knife against adjacent enemies. |
|---|---|---|---|
| Heist | None Live Forever | Cloak And Dagger | |
Lance Corporal |
Gain an action when revealed from stealth by your own action, as well as the ability to climb walls, plus negate the penalties of failed hacks. |
Gain the Squadsight and Compensation abilities when equipping a Sniper Rifle, the Maim ability when equipping a Shotgun, or the Walk Fire ability when equipping an SMG. |
A knife strike that also disables the enemy's primary weapon, forcing the enemy to spend an action to ready it again. Resets Run and Slice. Has a 2 turn cooldown. |
Corporal |
An attack with your melee weapon that always hits and doesn't end the turn. Can only be used against wounded targets on 3 or less health. |
Take a shot with a small aim penalty for a significant damage boost. |
When the squad is revealed, this soldier remains concealed. |
Sergeant |
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge. |
Your grazing attacks are automatically upgraded to normal hits. |
A knife strike that cuts open something important, causing the target to bleed out. Resets Run and Slice. Has a 3 turn cooldown. |
Staff Sergeant |
Grants +1 charge to every utility item and grenade equipped. |
Reduces aim penalties from cover by half. Does not apply to reaction fire. |
Immediately enter concealment once per mission. |
Tech Sergeant |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
As a free action, reload your weapon. Can be used every 3 turns. |
Free Action. Stab an adjacent foe with your blade. |
Gunnery Sergeant |
Gain +3 Mobility. You are 20% harder to detect while concealed. |
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Master Sergeant |
A crippling knife slash. Applies a permanent -7 movement, -30 aim and -50 dodge debuff. Resets Run and Slice. Has a 3 turn cooldown. |
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching. |
Strike an enemy with the knife. If you kill the target, enter concealment. Resets Run and Slice. Has a 3 turn cooldown. |
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/10/15/20/25/30/35 AP by tier.
| Tier 1 10 AP |
Tier 2 10 AP |
Tier 3 15 AP |
Tier 4 20 AP |
Tier 5 25 AP |
Tier 6 30 AP |
Tier 7 35 AP |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Special shot for primary-weapon shotguns only: Fire a shot that pierces 2 armor and has no range penalties. Uses 1 ammo. Has a 2 turn cooldown. |
You detect nearby units even without line of sight. |
All melee attacks deal +1 extra damage and have +10 Aim. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
Increases damage against organic targets by 30%. |
Immediately grants concealment that is automatically broken after 2 turns. |
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn. |
When your concealment is broken, gain +15 defense for 2 turns. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. Can only be used while concealed. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target. |
Attack any enemy within movement range with your sword. If you hit, make a free second sword attack. 2 turn cooldown. |
Grants a free Medikit. |
Heal an adjacent ally based on critical damage of your knife. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Ranged attacks against flanked enemies deal +2 damage. |
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. |
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn. |
This soldier has significantly reduced infiltration times while on missions. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
You deal +2 damage while concealed and +1 damage while flanking your target. Passive. |
Provides one free proximity mine. |
Your weapon attacks pierce 2/3/4 additional points of armor. |
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover. |
Heal an adjacent robot, based on the critical damage of your knife. |
Makes partial cover count as full. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
Stab an adjacent foe with an electricaly charged blade. Inflicts Electroshock. Strong against robotic foes. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Take an action after dashing. |
All your attacks deal +2 damage. |
There is a chance of an extra loot drop whenever you are on a mission. |
Equipped medikits have 2 extra charges. |
Every 4 turns, as a free action, you can use a Battle Scanner. |
Grants a +20% increased chance to hit, but delays the shot until the target takes an action on their turn. Costs two actions and has a 3 turn cooldown. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
If you hit with a melee attack during your turn, gain a bonus move. |
The first time you use Knife Fighter each turn will refund one standard action point. Does not apply to any other knife skills. |
Take 35% less damage from any melee attack, or attacks from within 5 tiles. |
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. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. 4 turn cooldown. |
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown. |
Gain additional Crit chance and Mobility while equipped with a shotgun. |
Gain +15 aim against unflankable enemies and additional +15 aim if they are large or flying. |
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If you did not attack this turn, hunker down automatically. |
Grants an extra utility item slot only usable for ammo. Ammo in this slot will not drain mobility, even if it will be displayed as such in the armory. |
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy. |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives. |
At one point, this job involved dialogue. Gain +1 Skullmining charge when carrying the Skulljack. |
Fire a shot that destroys cover and shreds armor in a small area, but deals reduced damage and can't get critical hits. Shotgun only. |
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Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
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Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 0 | 1 | 0 | 0 | 0 | 1 | 0 |
Aim |
4 | 3 | 3 | 2 | 3 | 3 | 3 | 2 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
Dodge |
1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |
Hacking |
60 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | |
| Total | Health |
0 | 0 | 1 | 1 | 1 | 1 | 2 | 2 |
Aim |
3 | 6 | 9 | 11 | 14 | 17 | 20 | 22 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |
Dodge |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
Hacking |
60 | 80 | 100 | 110 | 120 | 130 | 140 | 150 | |