Skirmisher (TJ)

Class Overview
The Skirmishers are mobile and efficient soldiers that takes advantages of enemy flanks and can perform many actions in a single turn. They are equipped with a Bullpup which carries similar stats to the standard SMGs but deal slightly more damage. Their Ripjack is also equipped with a grappling hook that allows them to freely zip and move to higher elevations. This kit allows them to take advantage of enemy flanks and utilizing Hit and Run to gain additional actions which has replaced Marauder in the base game. Their Ripjack also allows them to slash at adjacent enemies for 1 action which also does not end their turn.
The Skirmisher can focus more on their Ripjack, gaining more special abilties to pull enemies into close range or themselves to the enemy while also improving their close combat capabilities.
The Skirmisher can place their focus on utilizing their Bullpup, utilizing their mobility to enter enemy flanks for kills and gaining further bonuses for scoring kills.
The Skirmisher can act as a Tactician, gaining special abilities that grant high utility in a number of ways from better utilization of small items, disrupting enemies and granting bonuses to their allies.
Weapons
Primary: Bullpups
Secondary: Ripjacks
Abilities
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for more information.
| Rank | Ability | |||||
Squaddie |
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. |
Attack an adjacent target with your Ripjack. Does not end turn. | ||||
|---|---|---|---|---|---|---|
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. |
Deploy a grappling hook to move quickly to an elevated position. | |||||
| Hussar | Judge | Tactician | ||||
Lance Corporal |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. Upon usage, the ability goes on a 3 turn cooldown. |
Use the Grapple to pull a humanoid target to you and deliver a Ripjack strike. |
Throwing a grenade or using an item no longer ends the turn and grenades have no cooldown. In addition, you can throw grenades 2 tiles further and their radius is increased by 1. Grants a Grenade-only slot. Grants +5 aim and +1 mobility. | |||
Corporal |
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. |
Use the Grapple to pull yourself to an enemy and deliver a Ripjack strike. |
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies. | |||
Sergeant |
Attack an enemy with an electrical lash. This attack has a 4 turn cooldown. |
Gain +3 damage with all melee attacks. |
Grants +1 charge to every utility item and grenade equipped. | |||
Staff Sergeant |
If you score one or more kills on your turn, you are granted a single bonus move. |
Free Ripjack attacks on any enemies that enter or attack from melee range. |
Assemble a frag grenade from various objects found in the field. | |||
Tech Sergeant |
Kills with your primary weapon restore 1 ammo. |
Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s). |
Lowers all ability cooldowns on a selected ally soldier by up to 3 turns. | |||
Gunnery Sergeant |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded. |
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive. | |||
Master Sergeant |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Unlocks the Ripjack Charge. |
After each enemy in line of sight takes a turn, take an action after their turn is completed. No action points will be refunded (e.g. from Hit and Run). | |||
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 |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Your grenades now pierce up to 2 point(s) of armor, shred 0 additional point(s) of armor, and do full damage to units to the maximum extent of their area of effect. |
Gain +2 mobility with every kill this turn. Lasts 2 turns, including the current one. |
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
The radius of your grenades and rockets is increased by 2, and the radius of your Breach ability is increased by 1. |
Increase grenade capacity by 2 in each slot, but decrease grenade damage by 50%. |
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. |
All melee attacks deal +1 extra damage and have +10 Aim. |
Grant an extra action to a squadmate. |
You do one additional point of base damage when using guns. |
If you hit with a melee attack during your turn, gain a bonus move. |
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. |
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 a lot of ammunition. |
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning. |
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. |
Each time you score a kill, you gain 1 Shield. Passive. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
As a free action, reload your weapon. Can be used every 3 turns. |
Assemble a random explosive from various objects found in the field. |
Grants a wrist mounted flamethrower with sufficent fuel for two attacks. |
Has a chance to panic any enemy that attacks this unit. The higher the will of this unit, the higher the panic chance. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
If you get at least one kill during your turn, automatically Hunker Down at the end of it. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
Your explosives do significantly greater damage to cover objects and other things on the battlefield. |
It's time for war. This soldier is granted a grenade slot as well as a heavy weapon slot, regardless of armor worn. |
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
As a free action, detonate an environmental explosive with a well placed shot. |
This soldier is able to climb walls. |
Your primary weapon attacks shred armor. |
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge. |
The next grenade you throw or launch this turn doesn't cost an action. |
You can't be critically hit. |
If you did not attack this turn, hunker down automatically. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
Gain +20 aim and +10 crit for successive shots at the same enemy unit. |
You have one free smoke grenade and one free flashbang use on every mission. |
Grants 2 random free grenade items to your inventory. |
All your attacks deal +2 damage. |
Grants one free smoke grenade item to your inventory. |
After throwing or launching a grenade, you will automatically enter overwatch. |
Explosive grenades and any damage over time effects inflicted by grenades do one additional damage. |
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage). |
Your damaging grenades and gauntlet rockets decrease enemy defense by 15 and dodge by 20 for 1 turn. |
Grants 1 free incendiary grenade item to your inventory. |
Shots fired with your primary weapon pierce 3 armor. |
Your explosives can destroy many cover objects. |
Justice, Whiplash, and Wrath gain +15 aim. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
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. |
Once per mission, as a free action, set all your cooldowns on abilities back to zero. |
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. If you hit, make a free second sword attack. 2 turn cooldown. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 0 | 1 | 0 | 1 | 1 |
Aim |
2 | 1 | 2 | 2 | 2 | 1 | 2 | 1 | |
Will |
5 | 5 | 2 | 0 | 2 | 0 | 2 | 2 | |
| Total | Health |
0 | 1 | 1 | 1 | 2 | 2 | 3 | 4 |
Aim |
2 | 3 | 5 | 7 | 9 | 10 | 12 | 13 | |
Will |
5 | 10 | 12 | 12 | 14 | 14 | 16 | 18 | |