Agent (TJ): Difference between revisions
Appearance
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{{Class Tree (LW2) | {{Class Tree (LW2) | ||
|Squaddie1={{Run | |Squaddie1={{Run and Slice (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Squaddie2={{Damn Good Ground (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Squaddie2={{Damn Good Ground (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Squaddie3={{Knife Fighter (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Squaddie3={{Knife Fighter (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
Revision as of 17:01, 14 May 2025

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
Mouse-over
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 AP per tier level.
| Tier 1 | Tier 2 | Tier 3 | Tier 4 |
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. |
You detect nearby units even without line of sight. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
Increases damage against organic targets by 30%. |
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. |
When your concealment is broken, gain +15 defense for 2 turns. |
This soldier has significantly reduced infiltration times while on missions. | |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 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. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
Attack any enemy within movement range with your sword. If you hit, make a free second sword attack. 2 turn cooldown. |
Immediately grants concealment that is automatically broken after 2 turns. |
Makes partial cover count as full. |
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target. | |
Deals 2 damage and knocks back target. Can't target mechanical enemies. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. Can only be used while concealed. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
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. |
Fire your primary weapon just over the target's head, causing them to panic. This attack deals no damage. Uses 2 ammo. 1 use(s) per mission. |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. | |
Grants a free Medikit. |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
Gain additional Crit chance and Mobility while equipped with a shotgun. |
If you hit with a melee attack during your turn, gain a bonus move. |
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
Ranged attacks against flanked enemies deal +2 damage. | |
Strike an enemy with the butt of your weapon, dealing only little damage, but stunning the target. Can only be used on unarmored, non-robotic targets. Has a 3 turn cooldown. |
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown. |
Shots fired with your primary weapon pierce 3 armor. |
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover. |
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. | |
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. |
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns. |
Provides one free proximity mine. |
All your attacks deal +2 damage. |
There is a chance of an extra loot drop whenever you are on a mission. |
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. |
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. | |
If you did not attack this turn, hunker down automatically. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
The next grenade you throw or launch this turn doesn't cost an action. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
All melee attacks deal +1 extra damage and have +10 Aim. |
Once per mission, as a free action, set all your cooldowns on abilities back to zero. |
At one point, this job involved dialogue. Gain +1 Skullmining charge when carrying the Skulljack. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 0 | 1 | 0 | 0 | 0 | 1 | 0 |
Aim |
3 | 3 | 3 | 2 | 3 | 3 | 3 | 2 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
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 | |
Hacking |
60 | 80 | 100 | 120 | 140 | 160 | 180 | 200 | |