Hitman (TJ): Difference between revisions
Appearance
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== Abilities == | == Abilities == | ||
{{Class Tree ( | {{Class Tree (LWOTC4) | ||
|Squaddie1={{Phantom (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Squaddie1={{Phantom (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Squaddie2={{Knife Fighter (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Squaddie2={{Knife Fighter (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Squaddie3={{Run and Slice (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Squaddie3={{Run and Slice (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Squaddie4={{Shadowborn (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |||
|Subclass1=Padfoot | |Subclass1=Padfoot | ||
|SubclassM=Gunman | |SubclassM=Gunman | ||
Latest revision as of 18:41, 29 January 2026

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
for more information.
| Rank | Ability | |||||
Squaddie |
When the squad is revealed, this soldier remains concealed. |
You may make a melee attack with your knife against adjacent enemies. | ||||
|---|---|---|---|---|---|---|
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. |
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 |
You detect nearby units even without line of sight. |
Your pistol attacks get +10 Aim and deal +1 damage. |
Gain 40 dodge against attacks within four tiles. | |||
Corporal |
Every 4 turns, as a free action, you can use a Battle Scanner. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Deals 2 damage to a flankable enemy and stuns it for 1 full turn. That enemy can now be used as high cover. | |||
Sergeant |
All squad members get 10 Crit chance against enemies you can see. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. |
This soldier does not trigger overwatch or reaction fire. | |||
Staff Sergeant |
Strike an enemy with the knife. If you kill the target, enter concealment. Resets Run and Slice. Has a 3 turn cooldown. |
Gain concealment after killing a flanked or uncovered enemy with the assigned weapon. Activates once per turn. |
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 |
Immediately enter concealment once per mission. |
Ranged attacks against flanked enemies deal +2 damage. |
If you hit with a melee attack during your turn, gain a bonus move. | |||
Gunnery Sergeant |
You deal +2 damage while concealed and +1 damage while flanking your target. Passive. |
Fire your pistol at up to six random enemies. 6 turn long cooldown |
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 |
Gain +3 Mobility. You are 20% harder to detect while concealed. |
Fire the pistol three times at the same target. |
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 |
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. |
All melee attacks deal +1 extra damage and have +10 Aim. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Attack any enemy within movement range with your sword. If you hit, make a free second sword attack. 2 turn cooldown. |
Grants 1 free battle scanner item to your inventory. |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
Free Action. Instantly fire your Pistol at two random enemies. | |
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. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Increases damage against organic targets by 30%. |
There is a chance of an extra loot drop whenever you are on a mission. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Once per turn on pistol kill, fire your pistol at another random foe. | |
Grants one free smoke grenade item to your inventory. |
Fire your pistol at two random enemies. 1 turn cooldown |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Confers +30% damage against robotic targets. |
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. |
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. |
You gain +20 Aim and +20 Crit on attacks against adjacent targets. The bonus decreases with range, to a maximum of 6 tiles. | |
You have one free medikit use on every mission. Each carried medikit gives you two additional uses. |
A knife strike that cuts open something important, causing the target to bleed out. Resets Run and Slice. Has a 3 turn cooldown. |
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. |
All your attacks deal +2 damage. |
Fire a heavy slug that knocks it's victim back. |
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. | |
You get an additional 20 Defense and 20 Dodge against attacks by the closest visible enemy while not flanked. |
You gain additional Armor points based on your equipped armor. |
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor. |
You can take a standard move action after firing your standard weapon. |
If you did not attack this turn, hunker down automatically. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
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. | |
Grants 1 free flashbang item to your inventory. |
Gain 5 dodge per enemy you can see, up to a maximum of +30. |
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target. |
(perk to be removed) Spend 1 action point without ending your turn to become immune to the next attack done against the soldier. |
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. | |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded. |
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns. |
When at full health, deal more and take less damage depending on armour tech. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded. |
Fire once at every visible enemy with your pistol. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Hacking |
0 | 5 | 0 | 0 | 5 | 0 | 5 | 0 | |
Mobility |
2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | |
Will |
5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | |
Hacking |
0 | 5 | 5 | 5 | 10 | 10 | 15 | 15 | |
Mobility |
2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |