Hitman (TJ)
Appearance

Hitman
Class Overview
Hitman
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. |
|---|---|---|---|
| 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
Totals -> Aim: HP: Will: Hack: Dodge:
TBD. What's below here is wrong.
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
5 | 5 | 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 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |
See Also
| XCOM Units in Long War of the Chosen | ||||||||||||||||||||||||||
| Starting |
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| Unlockable |
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| Faction |
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