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Hitman (TJ)

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Hitman
Hitman
Hitman

Class Overview

At home in the city, the Hitman carries only easily concealable weapons, so that he can easily disappear into the bustle of street life. Skilled at close quarters engagements, the Hitman is trouble for any who attempt to close with them.

Weapons

Primary: Pistols

Secondary: Combat Knife

Abilities

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

Rank Ability
Squaddie
Squaddie
Phantom
*Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment. *If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
When the squad is revealed, this soldier remains concealed.
Knife Fighter
*Knife attacks use one action and do not end your turn.
You may make a melee attack with your knife against adjacent enemies.
Run and Slice
* Move to and slice a target. Uses one action but can only be used once per turn. * The abilities that are able to reset the cooldown are Disarming Strike, Lacerate, Shadowmelt and Hamstring.
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.
Shadowborn
* -33% detection radius while concealed. * +15 aim and crit with all shots from concealment.
The soldier is much more difficult to detect while concealed. Also, small bonuses to aim and crit while in concealment.
Padfoot Gunman Bruiser
Lance Corporal
Lance Corporal
Tracking
*Tracking allows the unit to detect units that are behind walls and other line-of-sight blockers. *Tracking detects enemies up to 14 tiles. *Detected units will appear as a visual outline. *Units will remain detected until the end of the player's turn. If they are outside Tracking's range at that point, they will count as no longer detected.
You detect nearby units even without line of sight.
Magnum
* Even without Magnum, your pistol is more accurate than your rifle at close range. * Combining Magnum with ammo that adds extra damage will give you guaranteed kills on ADVENT Troopers at point-blank range.
Your pistol attacks get +10 Aim and deal +1 damage.
Infighter
*Gain 40 dodge against attacks within four tiles. *Dodge bonus also applies to melee attacks. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 40 dodge against attacks within four tiles.
Corporal
Corporal
Reconnoiter
* The Battle Scanners granted by Reconnoiter can be used indefinitely, only limited by the cooldown. * These Battle Scanners are separate from the ones granted by the Battle Scanner item.
Every 4 turns, as a free action, you can use a Battle Scanner.
Disabling Shot
*Stuns enemies for 2 actions if the shot hits (including if it grazes). *Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage. *Disabling Shot requires 1 ammo to use. *Disabling Shot has a 5 turn cooldown. *Only Avatars and Psi Zombies can not be stunned.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
Gunpoint
* Deals 2 damage to a flankable enemy and stuns it for 1 full turn. * That enemy can now be used as high cover. * You may take a pistol shot or throw a grenade after using this ability. * 2 turn cooldown.
Deals 2 damage to a flankable enemy and stuns it for 1 full turn. That enemy can now be used as high cover.
Sergeant
Sergeant
Sensor Overlays
* Units visible at squadsight range does not count towards this bonus.
All squad members get 10 Crit chance against enemies you can see.
Overkill
*Your ranged attacks deal +2 more damage to units at 50% HP or less.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates. *This ability cannot be disabled in any way.
This soldier does not trigger overwatch or reaction fire.
Staff Sergeant
Staff Sergeant
Shadowmelt
* Like all knife attacks, this uses one action and does not end your turn. * Has a 3 turn cooldown.
Strike an enemy with the knife. If you kill the target, enter concealment. Resets Run and Slice. Has a 3 turn cooldown.
Assassin
* The soldier will enter concealment even if they are flanked. * Applies when killing unflankable enemies.
Gain concealment after killing a flanked or uncovered enemy with the assigned weapon. Activates once per turn.
Disarming Strike
* Like all knife attacks, this uses one action and does not end your turn. * The enemy's primary weapon will need to be reloaded before it can be used again. * Be careful that enemies can simply reload their weapon and shoot at your agent if you are using this after run and slice with only one action point. Don't try to disable weapons of enemies with other attack abilities like binding coils, bayonetts, rocket fists or pistols. They will be forced to use it instead against the Agent.
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.
Tech Sergeant
Tech Sergeant
Conceal
*Concealment cannot be used when flanked by nearby enemies. *Requires one action and ends the soldier's turn.
Immediately enter concealment once per mission.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Whirlwind
*A soldier can only gain one move per turn with this ability.
If you hit with a melee attack during your turn, gain a bonus move.
Gunnery Sergeant
Gunnery Sergeant
Surprise
* Surprise can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with Surprise must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
You deal +2 damage while concealed and +1 damage while flanking your target. Passive.
Shoot Out
* This skill cannot target the same enemy more than twice. Furthermore, this skill can only target an enemy twice if there are at least 2 enemies inside your pistol's range. The following explains how targeting with this skill works: * 1 enemy: 1 shot fired, that enemy is shot once * 2 enemies: 4 shots fired, each enemy is shot twice * 3+ enemies: 6 shots fired, random target distribution following the aforementioned rules
Fire your pistol at up to six random enemies. 6 turn long cooldown
Anatomy
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
Master Sergeant
Master Sergeant
Lightfoot
* The extra mobility from Lightfoot can help you to get a flank or to reach the objective quickly, but be careful you don't get too far ahead of the rest of the squad. * The improved concealment stacks with improved concealment from other sources such as ECM.
Gain +3 Mobility. You are 20% harder to detect while concealed.
Fan Fire
* Each shot in Fan Fire rolls a separate chance to hit. * Fan Fire can deal a devastating amount of damage if every shot hits. * Fan Fire has a 3 turn cooldown.
Fire the pistol three times at the same target.
Gore
* Gore activates every time the unit kills an enemy, and then the chance to panic is rolled for every enemy individually. Cooldown: 0 turns. * Enemies will tend to move when panicked by this ability which can trigger Overwatch abilities such as Rout. * Only organic enemies who had direct line of sight to the killed enemy can panic. * Panic is removed if the soldier that caused the panic is killed. * Panic chance = Rank * 8.0% + Damage * 2.0% + Max HP * 1.0% - Enemy Will, where: * Rank = Soldier's Rank, counting Squaddie as Rank 1. * Damage = total damage dealt by the soldier to the killed enemy. * Max HP = maximum HP of the killed enemy. * Enemy Will - will of the enemy that can panic.
Killing an enemy has a chance to panic some of the nearby organic enemies.

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10 AP per tier level.

Tier 1 Tier 2 Tier 3 Tier 4
Take Under
* Mechanically, this works just like the standard slash. * Attacking with a dash move will still only cost one action, but you need to have two actions currently available to dash. * This attack will never miss or graze, but its damage can still be mitigated by armor and other damage reduction effects.
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.
Blademaster
*Blademaster deals a bonus +1 damage on every successful melee attack. *Blademaster grants +10 Aim to melee attacks.
All melee attacks deal +1 extra damage and have +10 Aim.
Implacable
*The Fleche ability cannot be used after gaining a bonus move from Implacable.
If you score one or more kills on your turn, you are granted a single bonus move.
Slice and Dice
* Slice and Dice has a 2 turn cooldown.
Attack any enemy within movement range with your sword. If you hit, make a free second sword attack. 2 turn cooldown.
Scout
* This stacks with uses from carried battle scanners.
Grants 1 free battle scanner item to your inventory.
Cutthroat
*Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.
Frantic Fire
* This skill cannot target the same enemy twice. Therefore, if there is only one unit within your pistol's range, they will be shot at only once. * Has a 3 turn Cooldown.
Free Action. Instantly fire your Pistol at two random enemies.
Suppression
*Suppression costs 2 ammo points to use, but has no cooldown. *Suppression will be canceled if the suppressing unit is damaged. *If multiple units suppress a target, the aim penalty will not stack. *May not be used if sniper rifle or shotgun-class weapons are equipped. *Suppression restricts many of the target's abilities, including the use of rockets and grenades. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression.
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression.
Shadowstrike
*Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.
Scrounger
* There will be one additional loot drop on a random enemy whenever this soldier is on a mission. * Other squadmates with Scrounger will stack the effect.
There is a chance of an extra loot drop whenever you are on a mission.
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
I Meant To Do That
Template:I Meant To Do That (TJ)/Info
Once per turn on pistol kill, fire your pistol at another random foe.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
The Business
* This skill cannot target the same enemy twice. Therefore, if there is only one unit within your pistol's range, they will be shot at only once. * Has a 1 turn Cooldown.
Fire your pistol at two random enemies. 1 turn cooldown
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
HEAT Arsenal
* HEAT Arsenal provides a substantial damage increase against robotic enemies such as MECs and Sectopods. * The damage increase happens before damage is reduced by Armor. * Combining HEAT Arsenal with Bluescreen Rounds will deal devastating damage to any robotic enemy. * HEAT Arsenal affects all damage sources, including but not limited to firearms, explosives, and melee attacks.
Confers +30% damage against robotic targets.
Maim
*Fire a shot with your primary weapon that does normal damage and immobilizes the target until the end of their next turn. *Useful to isolate a high-value target during an ambush. *Uses 1 ammo. *Maim has a 3 turn cooldown.
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown.
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
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.
Eat This!
* The bonus doesn't affect melee attacks.
You gain +20 Aim and +20 Crit on attacks against adjacent targets. The bonus decreases with range, to a maximum of 6 tiles.
First Aid
* The free medkit also grants immunity to poison.
You have one free medikit use on every mission. Each carried medikit gives you two additional uses.
Lacerate
* Like all knife attacks, this uses one action and does not end your turn. * The bleeding effect deals 2 damage per turn and lasts for 10 turns.
A knife strike that cuts open something important, causing the target to bleed out. Resets Run and Slice. Has a 3 turn cooldown.
Close Encounters
*Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. *A red ring will mark the range of this ability. *Close Encounters cannot be used on the same turn as Run and Gun.
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.
Heavy Hitter
* Heavy Hitter also increases the damage from burning, poison, or acid caused by your attacks by 1.
All your attacks deal +2 damage.
Hammer Shot
* Has a 2 turn Cooldown.
Fire a heavy slug that knocks it's victim back.
Blurred
* The farther away the attacker is, the larger the bonuses are.
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker.
Predator
*Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Focused Defense
* The bonus doesn't apply against melee attacks. * If multiple enemies are equally distant, you get the bonus against all of them.
You get an additional 20 Defense and 20 Dodge against attacks by the closest visible enemy while not flanked.
Tank
* A Dragoon with Tank and an EXO or WAR suit can absorb truly ridiculous amounts of damage, especially if combined with a Plated Vest or Reinforced Vest. * The shield from Shield Protocol doesn't benefit from armor directly, but any excess damage that isn't absorbed by the shield will be reduced by armor. Armor can completely protect against small amounts of damage as long as at least one point gets blocked by the shield. * Light and medium armors provide one extra point of Armor, while heavy armor provides two extra points of Armor.
You gain additional Armor points based on your equipped armor.
Keen Edge
* More advanced swords will ignore more armor and deal extra bonus damage. * Your sword attacks can finish off a wounded enemy and move to a better position for using your sniper rifle at the same time. * Because of the Hunter's high Aim stat, your sword attacks will almost always hit. * Keen Edge will make a normal sword deal as much damage as a sniper rifle of the same tech tier.
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor.
Reposition
* Reposition only allows standard moves, not other abilities such as reloading your weapon.
You can take a standard move action after firing your standard weapon.
Deep Cover
*Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
If you did not attack this turn, hunker down automatically.
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Checkmate
* Can be used only against stunned, unconscious or panicked enemies within 1 tile. * Does not include movement. * Checkmate always hits and always crits. * Costs 1 ammo. No cooldown.
A special mainhand attack that deals 100% bonus damage (300% if using dual pistols) to a stunned, unconscious or panicked enemy at close range. Always hits and always crits.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 5 dodge per enemy you can see, up to a maximum of +30.
Fleche
*You can trigger the Fleche ability by placing the movement cursor over an enemy. *A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy. *Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position up to 5 maximum bonus damage.
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.
Evasive Manuever
* Consider it like the Untouchable perk. * Costs one action and does not end the turn if used as the first action. * Be wary of enemies with multiple attacks, like duelists, elite gunners or elite mutons.
(perk to be removed) Spend 1 action point without ending your turn to become immune to the next attack done against the soldier.
Priority Target
* If multiple enemies are equally distant, you get the bonus against all of them.
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy.
Executioner
*Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
Coup de Grâce
*Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies. *The bonuses are halved against disoriented enemies. *For Shinobis and Gunners, this perk is applied to their secondary weapon.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
Close and Personal
*Confers +30 critical chance against adjacent targets. *Bonus reduced by 5 for each additional tile of distance from the target, down to 0 at 7 or more tiles.
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Burial Blade
* Has a 2 turn Cooldown. * Ignores sustain effects, so Burial Blade is especially useful for putting down priests.
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded.
Bladestorm
*If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier. *If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range. *Bladestorm does not trigger on your own turn.
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
Unscarred
* The bonuses are granted only when the soldier's health is full. * Deal 1-3 more damage based on armour tech. * Take 1-3 less damage based on armour tech.
When at full health, deal more and take less damage depending on armour tech.
Dedication
*Gain 2 mobility and ignore reaction fire for the rest of the turn. *Free action. *Dedication has a 4 turn cooldown.
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
Burial Shot
* Has a 2 turn Cooldown. * Ignores sustain effects, so Burial Shot is especially useful for putting down priests and raptor commandos.
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded.
Faceoff
* Faceoff is best augmented by an aggressive field position, granting a high chance to hit at multiple targets. * Faceoff cannot be used while in concealment * Faceoff has a 3 turn cooldown
Fire once at every visible enemy with your pistol.

Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 1 0 1 0 1 0 1
Aim
Aim
2 2 2 2 2 2 2 2
Will
Will
5 0 0 0 0 0 0 0
Hacking
Hacking
0 5 0 0 5 0 5 0
Mobility
Mobility
2 0 0 0 0 0 0 0
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
2 4 6 8 10 12 14 16
Will
Will
5 5 5 5 5 5 5 5
Hacking
Hacking
0 5 5 5 10 10 15 15
Mobility
Mobility
2 2 2 2 2 2 2 2

See Also

XCOM Units in Ted Jam
LWOTC Soldiers

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
LWOTC Unlockables

Psi Operative

SPARK

Officers
Faction Heroes

Reaper

Skirmisher

Templar
Trainable Soldiers

Agent

Akimbo

Arsonist

Buccaneer

Combat
Engineer

Dragoon

Heavy

Hitman

Hijacker

Hoplite

Hunter

Infantry

Juggernaut

Recon

Scrapper

Stormtrooper

Survivalist
Untrainable Soldiers

Crasher

Keeper

Stormrider

Warden
MEC Troopers

MEC Assault

MEC Heavy

MEC Hellion

MEC Protector

MEC Reaper

MEC Skirmisher

MEC Sniper

MEC Support

MEC Templar
Playable ADVENT

Assault Trooper

Bio Assault Trooper

Bio Barrier Trooper

Bio Captain

Destroyer Commando

Frost Captain

Frost Lancer

Frost Purifier

Frost Technician

Officer

Pathfinder

Pathfinder Hunter

Priest

Purifier

Raptor Commando

Shieldbearer

Stunlancer

Wraith Commando
Playable Aliens

Andromedon

Archon

Berserker

Desolator

Faceless

Frost Adder

Frost Bomber

Frost Mamba

Frost Necromancer

Muton Beleaguer

Muton Harrier

Muton Hunter

Muton Prowler

Muton Sapper

Muton Trooper

Naja

Python

Sectoid

Sectoid Abjurer

Sidewinder

Viper

Viper Marauder

Warmaster

Winter Sentinel
Buildable Units

Junk SPARK

Resistance MEC

MEC Archer

MEC Pyroclast

Prototype Assault MEC

Military Assault MEC

Frost MEC

Frost Droid

ADVENT Drone

Hunter Drone

Enigma Drone

Phase Drone

SHIV

Alloy SHIV

Elerium SHIV

Celatid Turret

Alloy Celatid Turret

Elerium Celatid Turret

Chryssalid Hound