Shinobi (TJ)

Class Overview
The Shinobi is closest to the vanilla Ranger class. They are specialists in stealth and short range combat.
Shinobis provide excellent flank security and forward recon, screening out accidental, unwanted activations and ensuring the only enemies who spot you are the ones you’re ready to kill. Their stealth means they’re also capable of taking on some mission types entirely on their own, though the all-or-nothing stakes of dodging patrols or dying alone makes solo sneaking an approach not for the faint of heart.
The Shinobi tree is littered with tempting combat-focused perks that sound excitingly effective, so it’s important we understand the real strength of the class—Concealment is absurd. Other classes can compete with and surpass the damage or defensive capability of even the most combat-oriented Shinobi, but none can compare to their mastery over the art of invisibility.
Branches
"Scout" type Shinobi are pure infiltrators, skirting past even the most watchful eyes on the strategic and tactical layers of the game to ensure early warning on enemy forces before your main force encounters them, while losing out on potential squad damage each turn you choose not to break concealment.
"Saboteur" type Shinobi specialize in hit-and-run style combat, being constantly on the move while taking advantage of enemy flanks.
"Kenshi" type Shinobi assassinate the enemy with their bladecraft, pure, simply, and lethally, and can slay even the most terrifying of enemies in a single strike if an ally has disoriented or stunned them, though great care must be taken to avoid brazen charges that provoke other enemy forces or leave the shinobi exposed to fatal retaliation.
Weapons
Primary: Rifles, SMGs, Shotguns.
Secondary: Sword
Abilities
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for more information.
| Rank | Ability | ||
Squaddie |
When the squad is revealed, this soldier remains concealed. |
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target. |
Attack an adjacent target with your sword. Uses one action. |
|---|---|---|---|
| Scout | Saboteur | Kenshi | |
Lance Corporal |
Enemies have 25% smaller detection range against you. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
All melee attacks deal +1 extra damage and have +10 Aim. |
Corporal |
You deal +2 damage while concealed and +1 damage while flanking your target. Passive. |
This soldier does not trigger overwatch or reaction fire. |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
Sergeant |
Gain +3 Mobility. You are 20% harder to detect while concealed. |
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon. |
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge. |
Staff Sergeant |
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action. |
Immediately enter concealment once per mission. |
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns. |
Tech Sergeant |
Gain +100 Crit Chance against enemies that do not see you. Gain +1 Crit Damage for every 20 of Crit Chance above 100%. |
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. |
If you hit with a melee attack during your turn, gain a bonus move. |
Gunnery Sergeant |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
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. |
Master Sergeant |
Killing an enemy with your primary weapon reduces the cooldown of all abilities by 1. |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
Gain a bonus move action this turn. 3 turn cooldown. |
XCOM Abilities
The shinobi in Ted Jam does not use the modern LWOTC xcom row system that delineates between offensive and defensive perks.
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 |
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. |
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn. |
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker. |
Mark a target, giving you +50 Crit chance and +50 Defense against it for 3 turns. This ability doesn't cost an action. Has a 3 turn cooldown. |
Your grazing attacks are automatically upgraded to normal hits. |
Refunds one action point when you are revealed from concealment via your own action. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
If you did not attack this turn, hunker down automatically. |
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. |
Your Dodge is increased by 20 and you are immune to poison. |
Attach a Sticky Bomb onto an enemy (does not alert the enemy). The next attack against that enemy is guaranteed to hit and it will detonate the bomb, dealing 5 damage and shredding 2 armor. 1 use(s) per mission. |
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. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
There is a chance of an extra loot drop whenever you are on a mission. |
This soldier is able to climb walls. |
Each time you score a kill, you gain 1 Shield. Passive. |
Kills with your primary weapon restore 1 ammo. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Attack any enemy within movement range with your sword. If you hit, make a free second sword attack. 2 turn cooldown. |
Equipped medikits have 2 extra charges. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. Can only be used while concealed. |
Your primary weapon attacks shred armor. |
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. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor. |
Increases damage against organic targets by 30%. |
Grant an Overwatch shot to a visible ally. Can be used once per turn and ends the user's turn when used. |
You do one additional point of base damage when using guns. |
Makes partial cover count as full. |
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded. |
Immediately grants concealment that is automatically broken after 2 turns. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Reduce wound recovery times for most soldiers. |
Your first reaction shot each turn is guaranteed to hit. |
If you score one or more kills on your turn, you are granted a single bonus move. |
The soldier is much more difficult to detect while concealed. Also, small bonuses to aim and crit while in concealment. |
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. |
Every 4 turns, as a free action, you can use a Battle Scanner. |
Gain 40 dodge against attacks within four tiles. |
If you get at least one kill during your turn, automatically Hunker Down at the end of it. |
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 +15 aim and +15 critical chance while concealed and for 2 turns after your concealment is broken. |
Attack any enemy within blue movement range with your weapon. This attack does not end the turn. |
Spend two actions to give all allies within 5 tiles an extra action. Usable 2 times per mission. Has a 24 turn cooldown. |
Grants 1 free flashbang item to your inventory. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Gain 20 Defense and 20 Crit chance while injured. |
Provides one free proximity mine. |
Attack any enemy within blue movement range with your weapon. This attack does not end the turn. |
||
When your concealment is broken, gain +15 defense for 2 turns. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 0 | 1 | 0 | 0 | 0 | 1 | 0 |
Aim |
4 | 2 | 2 | 2 | 2 | 2 | 1 | 1 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
Dodge |
2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | |
Hacking |
40 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | |
| Total | Health |
0 | 0 | 1 | 1 | 1 | 1 | 2 | 2 |
Aim |
4 | 6 | 8 | 10 | 12 | 14 | 15 | 16 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |
Dodge |
2 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
Hacking |
40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | |