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Hitman (TJ)

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Long War of the Chosen Main Page
Hitman
Hitman
Hitman

Class Overview

Hitman

Weapons

Primary: Pistols

Secondary: Combat Knife

Abilities

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

Rank Ability
Squaddie
Squaddie
Phantom
*Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment. *If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
When the squad is revealed, this soldier remains concealed.
Knife Fighter
*Knife attacks use one action and do not end your turn.
You may make a melee attack with your knife against adjacent enemies.
Run and Slice
* Move to and slice a target. Uses one action but can only be used once per turn. * The abilities that are able to reset the cooldown are Disarming Strike, Lacerate, Shadowmelt and Hamstring.
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.
Padfoot Gunman Bruiser
Lance Corporal
Lance Corporal
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.
Magnum
* Even without Magnum, your pistol is more accurate than your rifle at close range. * Combining Magnum with ammo that adds extra damage will give you guaranteed kills on ADVENT Troopers at point-blank range.
Your pistol attacks get +10 Aim and deal +1 damage.
Infighter
*Gain 40 dodge against attacks within four tiles. *Dodge bonus also applies to melee attacks. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 40 dodge against attacks within four tiles.
Corporal
Corporal
Reconnoiter
* The Battle Scanners granted by Reconnoiter can be used indefinitely, only limited by the cooldown. * These Battle Scanners are separate from the ones granted by the Battle Scanner item.
Every 4 turns, as a free action, you can use a Battle Scanner.
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.
Gunpoint
* Deals 2 damage to a flankable enemy and stuns it for 1 full turn. * That enemy can now be used as high cover. * You may take a pistol shot or throw a grenade after using this ability. * 2 turn cooldown.
Deals 2 damage to a flankable enemy and stuns it for 1 full turn. That enemy can now be used as high cover.
Sergeant
Sergeant
Sensor Overlays
* Units visible at squadsight range does not count towards this bonus.
All squad members get 10 Crit chance against enemies you can see.
Overkill
*Your ranged attacks deal +2 more damage to units at 50% HP or less.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates. *This ability cannot be disabled in any way.
This soldier does not trigger overwatch or reaction fire.
Staff Sergeant
Staff Sergeant
Shadowmelt
* Like all knife attacks, this uses one action and does not end your turn. * Has a 3 turn cooldown.
Strike an enemy with the knife. If you kill the target, enter concealment. Resets Run and Slice. Has a 3 turn cooldown.
Assassin
* The soldier will enter concealment even if they are flanked. * Applies when killing unflankable enemies.
Gain concealment after killing a flanked or uncovered enemy with the assigned weapon. Activates once per turn.
Disarming Strike
* Like all knife attacks, this uses one action and does not end your turn. * The enemy's primary weapon will need to be reloaded before it can be used again. * Be careful that enemies can simply reload their weapon and shoot at your agent if you are using this after run and slice with only one action point. Don't try to disable weapons of enemies with other attack abilities like binding coils, bayonetts, rocket fists or pistols. They will be forced to use it instead against the Agent.
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
Tech Sergeant
Conceal
*Concealment cannot be used when flanked by nearby enemies. *Requires one action and ends the soldier's turn.
Immediately enter concealment once per mission.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
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.
Gunnery Sergeant
Gunnery Sergeant
Surprise
* Surprise can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with Surprise must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
You deal +2 damage while concealed and +1 damage while flanking your target. Passive.
Shoot Out
* This skill cannot target the same enemy more than twice. Furthermore, this skill can only target an enemy twice if there are at least 2 enemies inside your pistol's range. The following explains how targeting with this skill works: * 1 enemy: 1 shot fired, that enemy is shot once * 2 enemies: 4 shots fired, each enemy is shot twice * 3+ enemies: 6 shots fired, random target distribution following the aforementioned rules
Fire your pistol at up to six random enemies. 6 turn long cooldown
Anatomy
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
Master Sergeant
Lightfoot
* The extra mobility from Lightfoot can help you to get a flank or to reach the objective quickly, but be careful you don't get too far ahead of the rest of the squad. * The improved concealment stacks with improved concealment from other sources such as ECM.
Gain +3 Mobility. You are 20% harder to detect while concealed.
Fan Fire
* Each shot in Fan Fire rolls a separate chance to hit. * Fan Fire can deal a devastating amount of damage if every shot hits. * Fan Fire has a 3 turn cooldown.
Fire the pistol three times at the same target.
Gore
* Gore activates every time the unit kills an enemy, and then the chance to panic is rolled for every enemy individually. Cooldown: 0 turns. * Enemies will tend to move when panicked by this ability which can trigger Overwatch abilities such as Rout. * Only organic enemies who had direct line of sight to the killed enemy can panic. * Panic is removed if the soldier that caused the panic is killed. * Panic chance = Rank * 8.0% + Damage * 2.0% + Max HP * 1.0% - Enemy Will, where: * Rank = Soldier's Rank, counting Squaddie as Rank 1. * Damage = total damage dealt by the soldier to the killed enemy. * Max HP = maximum HP of the killed enemy. * Enemy Will - will of the enemy that can panic.
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
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Stat Progression

Totals -> Aim: HP: Will: Hack: Dodge:

TBD. What's below here is wrong.

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 1 0 1 0 1 0 1
Aim
Aim
2 2 2 2 2 2 2 2
Will
Will
5 5 0 0 0 0 0 0
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
2 4 6 8 10 12 14 16
Will
Will
5 10 10 10 10 10 10 10

See Also

XCOM Units in Long War of the Chosen
Starting

Overview

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
Unlockable

Psi Operative

SPARK

Officers
Faction

Reaper

Skirmisher

Templar