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Akimbo (TJ)

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Long War of the Chosen Main Page
Akimbo
Akimbo
Akimbo makes use of dual single-handed firearms to engage enemies at close and medium range, and can specialize in gunplay and avoidance, or surprising enemies with a barrage of melee attacks..

Class Overview

Akimbo makes use of dual single-handed firearms to engage enemies at close and medium range, and can specialize in gunplay and avoidance, or surprising enemies with a barrage of melee attacks.

TBD: XCOM ROW AND STAT PROGRESSION

Weapons

Primary: Pistols

Secondary: Pistols

Abilities

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
Squaddie
Template:Dual Pistol Shot (TJ) Template:Dual Pistol Melee (TJ) Template:Magnum (LW)
Gun Fu Scrapper Reactionary
Lance Corporal
Lance Corporal
Trick Shot
* Requires dual pistols. * Can be activated only against enemies in Cover. * Ignores Defense bonuses from cover. * Deals damage only from the mainhand weapon. * This ability benefits from Hunter's Instinct and provides the same Crit Chance as an actual flanking shot would, but will not benefit from other flanking bonuses. * No cooldown.
A special dual pistol shot against a target in cover. Ignores cover bonuses and has +40% Crit Chance, but deals damage only from the mainhand weapon.
Trigger Guard
* Gain passive +20 Aim bonus to ALL melee attacks while dual wielding firearms. Pistol Whip no longer ends turn if the enemy is already within melee range.
Gain passive +20 Aim bonus to ALL melee attacks while dual wielding firearms. Pistol Whip no longer ends turn if the enemy is already within melee range.
Russian Roulette
* Shots will continue to be taken until a hit is made, ammo runs out or there are no more targets to shoot at. * Critical hits and grazes both are considered "hits" for the purposes of this ability. * Only affects regular Overwatch; Return Fire and similar abilities that grant other kinds of reaction shots are unaffected. * This soldier won't continue to make Overwatch shot attempts if their Overwatch is removed, e.g. by taking damage, being suppressed or becoming disoriented.
When on Overwatch, if your shot misses, another shot will be taken as long as ammo is available.
Corporal
Corporal
Leg Shot
* Requires dual pistols. * Each hit of this ability reduces enemy Mobility stat by 10. It will not prevent enemies from teleporting or using grapple. * No cooldown.
A special dual pistol shot that will reduce enemy mobility, and potentially immobilize them. Deals half damage and cannot crit. Mobility reduction lasts 1 turn.
Electrified Spikes
* This effect is applied to the secondary attack of the Pistol Whip. * If you're using this ability with Musashi's RPG Overhaul, then be aware it works ONLY with Akimbo's melee attacks.
Repeat melee attacks against the same target have a 75% chance to disorient. Melee attacks against disoriented enemies have a 75% chance to stun. Additionally, melee attacks against disoriented or stunned enemies will Shred 1 armor for each hit.
Spinning Reload
* Use Spinning Reload during your turns to gain a "free" Overwatch Action Point. * Alternatively, Spinning Reload will trigger automatically during enemy turns if the soldier runs out of ammo, and they still have at least one Overwatch Action Point remaining. * If at the start of your next turn the soldier still has at least one Overwatch Action Point, they will reload even if they still have some ammo remaining, just so the Overwatch Action Point doesn't go to waste. * If Overwatching with the reloaded weapon requires more than 1 action point, Pistol Overwatch will be used instead.
Reloading your weapon grants an Overwatch Action Point. Additionally, this ability allows the soldier to automatically reload during enemy turn using Overwatch Action Points.
Sergeant
Sergeant
Bullet Time
* Normally Akimbo cannot get Fan Fire, this is for the purposes of compatibility with Musashi's RPG Overhaul.
Pistol Shot, Trick Shot, Leg Shot, Checkmate, Unload and Fan Fire no longer end turn.
Buckle Your Swash
* Free actions, reaction and triggered attacks will not trigger the pistol shot. * Will only trigger on the primary target of the melee attack. * Yarr.
Follow up melee attacks with a reactive pistol shot.
Quicksilver
* This ability makes it possible to activate Overwatch several times per turn, gaining additional Overwatch Action Points with each activation. * Actual Ability Cost is not affected. E.g. Sniper Rifle Overwatch will still require two Action Points to activate.
Overwatch no longer ends turn. Additionally, reaction shots have +20 Aim.
Staff Sergeant
Staff Sergeant
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Whirlwind
*A soldier can only gain one move per turn with this ability.
If you hit with a melee attack during your turn, gain a bonus move.
Double Time
* Double Time can be used to move very long distances in a single turn, or to move and then take a normal sniper rifle shot. * The extra move action from Double Time is wasted if you use an ability that ends your turn, like firing your weapon, before taking the move. * Double Time has a 3 turn cooldown.
Gain a bonus move action this turn. 3 turn cooldown.
Tech Sergeant
Tech Sergeant
Fearsome
* Perks like This One's Mine and Deadshot can help you get critical hits. * Critical hits with any of your weapons can trigger Fearsome.
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic.
Dirty Kick
* This ability includes movement and counts as a melee attack, but it does not deal any damage, even with Hunter's Instincts. * Cannot be used against large or robotic enemies. * If hits, stuns for 3 actions, meaning that most enemies will spend their next whole turn stunned, and they will have one action on a turn after that. * Costs 1 action and doesn't end turn. * 3 turn cooldown.
Move to an enemy and kick them in a vulnerable spot. If hits, stuns for 3 actions.
Template:Hunter's Instinct's (TJ)
Gunnery Sergeant
Gunnery Sergeant
Anatomy
* This is an unconditional passive bonus. * The Armor Pierce bonus will not show on attack previews, but it will function when the attack lands.
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
Concussive Blows
* Affects only Melee attacks. * Disorient chance: 100%, duration: 2 turns. * Stun chance: 100%, stun lasts for 2 actions. * Disorientation and Stun from Concussive Blows require a critical hit: True.
Your melee critical hits Disorient. Critical hits against disoriented enemies Stun. Melee attacks against stunned enemies deal 25% more damage. Gain 10% melee crit chance.
Chasing Fire
* Chasing Fire will not be triggered by other reaction attacks. * Will not trigger during Field Of Zero.
Once per turn, the soldier follows up an ally's attack with a reaction shot.
Master Sergeant
Master Sergeant
Slam Fire
* With the proper setup, you can trigger Slam Fire many times in a turn. Try removing enemies' cover, or using other abilities to boost your critical hit chance. * Activating Slam Fire does not cost an action. * Cannot be used after Run and Gun and other abilities that refund actions and disables them for the rest of the turn. * Equip your weapon with a Laser Sight and an Expanded Magazine or Autoloader to maximize Slam Fire's potential.
For the rest of the turn, whenever you get a critical hit with your primary weapon, your actions are refunded. Has 4 turn cooldown. Cannot be used after Run and Gun and disables Run and Gun for the rest of the turn. Free action.
Take Initiative
* Each enemy can trigger one dual melee attack from Take Initiative or CQC Supremacy per turn. * This limit resets at the end of your turn and at the end of enemy turn. * These attacks count as reaction attacks and will have aim penalties.
After attacking an enemy with Pistol Whip, immediately trigger an additional dual melee reaction attack against every enemy in melee range, including the original target.
Rapid Reaction
*When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.

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
Lead The Target
*Carefully lead the target, granting a +20% increased chance to hit, but delaying the shot until the enemies turn. Takes two actions. *The shot taken by Lead The Target is not a reaction shot and therefore it can crit and it is not affected by reaction fire penalties or perks related to reaction fire. *Lead The Target has a 3 turn cooldown.
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.
Tracking
*Tracking allows the unit to detect units that are behind walls and other line-of-sight blockers. *Tracking detects enemies up to 14 tiles. *Detected units will appear as a visual outline. *Units will remain detected until the end of the player's turn. If they are outside Tracking's range at that point, they will count as no longer detected.
You detect nearby units even without line of sight.
Evasive
*This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.
Slug Shot
*Special shot for primary-weapon shotguns only: Fire a shot with no range penalties. *The shot will pierce 2 armor point(s). *The shot also gains +10 aim *Slug shot has a 2 turn cooldown. *Requires 1 ammo.
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.
Preservation
*When your concealment is broken, gain +15 defense for 2 turns.
When your concealment is broken, gain +15 defense for 2 turns.
Tradecraft
*This soldier has significantly reduced infiltration times while on missions.
This soldier has significantly reduced infiltration times while on missions.
Dedication
*Gain 2 mobility and ignore reaction fire for the rest of the turn. *Free action. *Dedication has a 4 turn cooldown.
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
Lone Wolf
*Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant. *Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
Precision Shot
*Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. *Precision Shot has a 4 turn cooldown.
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown.
Slice And Dice
* Has a 2 turn cooldown.
Attack any enemy within movement range with your sword. If you hit, make a free second sword attack. 2 turn cooldown.
Blend
* This is useful for escaping a dicey situation or getting another use out of Surprise. * The concealment will break at the start of the player's turn.
Immediately grants concealment that is automatically broken after 2 turns.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Fleche
*You can trigger the Fleche ability by placing the movement cursor over an enemy. *A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy. *Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position up to 5 maximum bonus damage.
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.
Drive Out
* Strike an enemy with the butt of your weapon, dealing only little damage, but knocking the target back, possibly out of cover. * Cannot be used against mechanical targets. * Has a 3 turn cooldown.
Deals 2 damage and knocks back target. Can't target mechanical enemies.
Ambush
* There is no limit to the amount of Ambush shots a soldier can take outside of ammo counts. * Ambush is best used while the entire squad is concealed to start combat on the enemy's turn. * 3 turn cooldown.
Take a reaction shot against any enemy that moves or attacks within a cone of fire. Can only be used while concealed.
Combat Fitness
*Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Hit and Run
*Cannot be used on the same turn as Run and Gun. *Bonus full actions from Serial and Death from Above will be awarded first.
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.
Warning Shot
* 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.
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.
Cutthroat
*Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.
Disabling Shot
*Stuns enemies for 2 actions if the shot hits (including if it grazes). *Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage. *Disabling Shot requires 1 ammo to use. *Disabling Shot has a 5 turn cooldown. *Only Avatars and Psi Zombies can not be stunned.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
Corpsman
* Works with Field Medic.
Grants a free Medikit.
First Strike
* First Strike can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with First Strike must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
While concealed or flanking your target, you deal +3 damage with your primary weapon.
Shotgun Finesse
* Gain +10 crit and +3 mobility while equipped with a shotgun.
Gain additional Crit chance and Mobility while equipped with a shotgun.
Whirlwind
*A soldier can only gain one move per turn with this ability.
If you hit with a melee attack during your turn, gain a bonus move.
Aim
*The bonus granted by Aim can apply to any weapon shot.
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Beatdown
* Do 1 damage to an enemy utilizing the butt of your gun. * Stuns the target. * Can only be used on unarmored, non-robotic targets. * Has a 3 turn cooldown.
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.
Trench Gun
*Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. *Trench Gun has a 4 turn cooldown. *Requires 1 ammo. *Ability will not be available with other primary weapons. *The shot will not penetrate heavy cover, so this ability is best used in flanking situations. *Allies in the area of effect can take damage.
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown.
Stiletto
*Shots fired with your primary weapon pierce 3 armor.
Shots fired with your primary weapon pierce 3 armor.
Street Sweeper
*Medium-range, cone-based shotgun attack. *The spread pattern is blocked by heavy cover. *Uses one action and 2 ammo. *Street Sweeper has a 5 turn cooldown. *Does 3 bonus damage against unarmored targets within the spread pattern. *Cannot be used with non-shotgun weapons. *Allies can be injured by this attack.
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover.
Battlespace
* The extra +9 sight radius wears off after one turn. * The +3 sight radius is permanent.
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn.
Cover Me
* The overwatch shot and Cool Under Pressure last until the start of your next turn. * Cool Under Pressure grants +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown.
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Bandolier
* Infantry can equip two different ammo items at the same time, but can only benefit from one at a time. If two ammo items are equipped the Infantry will gain a Swap Ammo ability that allows them to change the active ammo type. * Consider which ammo you should take on each mission. Infantry become much more powerful when equipped with an ammo type appropriate to the situation.
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.
Bladestorm
*If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier. *If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range. *Bladestorm does not trigger on your own turn.
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
Minelayer
* Provides one free proximity mine. * That's right. The sectopod-tech-exclusive item. For free. From this perk.
Provides one free proximity mine.
Heavy Hitter
* Heavy Hitter also increases the damage from burning, poison, or acid caused by your attacks by 1.
All your attacks deal +2 damage.
Scrounger
* There will be one additional loot drop on a random enemy whenever this soldier is on a mission. * Other squadmates with Scrounger will stack the effect.
There is a chance of an extra loot drop whenever you are on a mission.
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
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.
Breach
* More advanced weapons will deal more damage and shred more armor. * Breach is excellent for destroying cover, but deals less damage and has a smaller radius than a launched grenade. * Guaranteed damage makes Breach good for finishing off low-hp enemies. * Breach cannot crit. * Breach requires 3 ammo points and has a 3 turn cooldown.
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.
Deep Cover
*Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
If you did not attack this turn, hunker down automatically.
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Fastball
* Has a 5-turn cooldown.
The next grenade you throw or launch this turn doesn't cost an action.
Close Combat Specialist
*Will not trigger if soldier is concealed. *You may shoot at each enemy with this ability once per turn. *Each shot requires 2 ammo.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
Blademaster
*Blademaster deals a bonus +1 damage on every successful melee attack. *Blademaster grants +10 Aim to melee attacks.
All melee attacks deal +1 extra damage and have +10 Aim.
Hidden Reserves
* Once per mission, as a free action, set all your cooldowns on abilities back to zero.
Once per mission, as a free action, set all your cooldowns on abilities back to zero.
Interrogator
* The Skullmining project in the Proving Ground must be completed for this ability to have any effect.
At one point, this job involved dialogue. Gain +1 Skullmining charge when carrying the Skulljack.


Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 0 1 0 0 0 1 0
Aim
Aim
3 3 3 2 3 3 3 2
Will
Will
4 4 0 0 0 0 0 0
Hacking
Hacking
60 20 20 20 20 20 20 20
Total Health
Health
0 0 1 1 1 1 2 2
Aim
Aim
3 6 9 11 14 17 20 22
Will
Will
4 8 8 8 8 8 8 8
Hacking
Hacking
60 80 100 120 140 160 180 200

See Also

XCOM Units in Ted Jam
LWOTC Soldiers

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
LWOTC Unlockables

Psi Operative

SPARK

Officers
Faction Heroes

Reaper

Skirmisher

Templar
Trainable Soldiers

Agent

Akimbo

Arsonist

Buccaneer

Combat
Engineer

Dragoon

Heavy

Hitman

Hijacker

Hoplite

Hunter

Infantry

Juggernaut

Recon

Scrapper

Stormtrooper

Survivalist
Untrainable Soldiers

Crasher

Keeper

Stormrider

Warden
MEC Troopers

MEC Assault

MEC Heavy

MEC Hellion

MEC Protector

MEC Reaper

MEC Skirmisher

MEC Sniper

MEC Support

MEC Templar
Playable ADVENT

Assault Trooper

Bio Assault Trooper

Bio Barrier Trooper

Bio Captain

Destroyer Commando

Frost Captain

Frost Lancer

Frost Purifier

Frost Technician

Officer

Pathfinder

Pathfinder Hunter

Priest

Purifier

Raptor Commando

Shieldbearer

Stunlancer

Wraith Commando
Playable Aliens

Andromedon

Archon

Berserker

Desolator

Faceless

Frost Adder

Frost Bomber

Frost Mamba

Frost Necromancer

Muton Beleaguer

Muton Harrier

Muton Hunter

Muton Prowler

Muton Sapper

Muton Trooper

Naja

Python

Sectoid

Sectoid Abjurer

Sidewinder

Viper

Viper Marauder

Warmaster

Winter Sentinel
Buildable Units

Junk SPARK

Resistance MEC

MEC Archer

MEC Pyroclast

Prototype Assault MEC

Military Assault MEC

Frost MEC

Frost Droid

ADVENT Drone

Hunter Drone

Enigma Drone

Phase Drone

SHIV

Alloy SHIV

Elerium SHIV

Celatid Turret

Alloy Celatid Turret

Elerium Celatid Turret

Chryssalid Hound