Hoplite (TJ)
Appearance

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Class Overview
The Hoplite is extensively trained in the use of shields, pistols and grenades. They are excellent at protecting their squadmates, as well as punishing enemies that come too close.
Weapons
Primary: Pistols
Secondary: Shields
Abilities
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for more information.
| Rank | Ability | |||||
Squaddie |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Grants additional damage and armour piercing to pistols based on weapon tier. 1/1/2/2/3. Additionally grants High Noon. | ||||
|---|---|---|---|---|---|---|
Grants 2/4/6 damage to shield attacks based on tier of equipped shield. |
Activate to Guard the next incoming attack, reducing its effectiveness. Can be used multiple times to Guard against multiple attacks. Can be used with Move-only actions. When carrying a Ballistic Shield, used automatically if the soldier didn't attack this turn. | |||||
| Knight | Viking | Swat | ||||
Lance Corporal |
Fire a non-turn ending shot with your pistol that is guaranteed to hit and forces the target to move. Also reduces the defense and dodge of the target. 2 turn cooldown. |
Shield Protocol also reduces all incoming damage by 33%. |
Gain 15 defense and 50 dodge against reaction attacks. | |||
Corporal |
Allies within 1 tile gain +5 bonus Aim. This bonus is increased to +10 Aim when Shield Wall is in effect. Passive. |
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. |
After activating Sheild Wall, perform free Shield Bash attacks on any enemies that enter or attack from melee range. | |||
Sergeant |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
If you hit with a melee attack during your turn, gain a bonus move. |
The soldier rushes the target, damaging and knocking them back. Immediatly activates Shield Wall afterward.___ | |||
Staff Sergeant |
Fire your pistol at a target. This attack does not cost an action. |
If Shield Wall is active, then all adjacent allies will enter overwatch at the end of the turn. Passive. |
Make a melee attack with your shield that leaves your opponent disoriented and stunned for 1 action. | |||
Tech Sergeant |
As a free action, reload your weapon. Can be used every 3 turns. |
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. |
Gain a non-movement action point after using Shield Wall. | |||
Gunnery Sergeant |
Fire the pistol three times at the same target. |
The first Guard you use per turn will be a free action. |
Gain +3 damage with all melee attacks. | |||
Master Sergeant |
Killing an enemy with your pistol doesn't cost an action. |
Gain a bonus move action this turn. 3 turn cooldown. |
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded. | |||
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 |
Grants 1 free flashbang item to your inventory. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive. |
Gain +3 Mobility. You are 20% harder to detect while concealed. |
Take an action after dashing. |
All your attacks deal +2 damage. |
Grants one free smoke grenade item to your inventory. |
All melee attacks deal +1 extra damage and have +10 Aim. |
Your Dodge is increased by 20 and you are immune to poison. |
Take a reaction shot that is guaranteed to hit and crit with your pistol against any enemy that moves or attacks within 7 tiles. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
Grants a single use wrist mounted blaster launcher. |
Take a shot with your pistol at an enemy that moves or attacks within 4 tiles of you. Only procs on aliens turn. Once Per Target.___ |
Restores health to the user and surrounding allies. Removes Burning, Acid, and Poison. |
You do one additional point of base damage when using guns. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Your grazing attacks are automatically upgraded to normal hits. |
Each time you score a kill, you gain 1 Shield. Passive. |
Grants a single use wrist mounted shredder gun. Decimates cover and armour, but deals little damage. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Grants 1 free battle scanner item to your inventory. |
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. |
You gain additional Armor points based on your equipped armor. |
Fire once at every visible enemy with your pistol. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. |
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns. |
Gain 40 dodge against attacks within four tiles. |
Gain +1 damage to your primary weapon attacks for each turn that you do not move. Passive. |
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker. |
Fire a shot that deals critical damage and gives the target penalties to Aim, Defense, and Will. 5 turn cooldown. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s). |
A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage. |
While Shield Wall is in effect, gain +20 bonus Dodge. Passive. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Gain 5 dodge per enemy you can see, up to a maximum of +30. |
Strike target with a crushing attack. Deals damage and inflicts significant rupture. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Ranged attacks against flanked enemies deal +2 damage. |
Increases damage against organic targets by 30%. |
If this soldier ends turn within 1.5 tiles of an unimpaired allied soldier, enemies will not receive flanking bonuses to Aim and Crit against either of the soldiers during enemy turn. |
You deal +2 damage while concealed and +1 damage while flanking your target. Passive. |
You have one free smoke grenade and one free flashbang use on every mission. |
Free Action. Instantly fire your Pistol at two random enemies. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
Fire once at every visible enemy with your pistol. |
Grants a wrist mounted flamethrower with sufficent fuel for two attacks. |
This soldier is able to climb walls. |
You gain +20 Aim and +20 Crit on attacks against adjacent targets. The bonus decreases with range, to a maximum of 6 tiles. |
Take 35% less damage from any melee attack, or attacks from within 5 tiles. |
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future. |
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP. |
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor. |
Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability. |
Stat Progression
Also 3 mobility at Squaddie.
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
3 | 2 | 2 | 2 | 3 | 2 | 2 | 2 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
Dodge |
2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
| Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
3 | 5 | 7 | 9 | 12 | 14 | 16 | 18 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |
Dodge |
2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | |