Hunter (TJ)
Appearance

The Hunter class is equally at home taking down enemies at long range with the sniper rifle or right up close with the sword. Our enemies will never know what hit them.
Class Overview
The Hunter's unorthodox combination of sniper rifle and sword makes them deadly at any range. The Marksman path can execute devastating ambushes with First Strike and then vanish with Fade, while the Tracker can fight on the run with Snap Shot and Double Time while detecting enemies beyond line of sight with Tracking.
Weapons
Primary: Sniper Rifles
Secondary: Swords
Abilities
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| Rank | Ability | ||
Squaddie |
You may take standard shots with your sniper rifle after moving, but you suffer severe range penalties beyond 5 tiles of squadsight range. |
You can target enemies within squadmates' sight, provided there is line of sight to the target. |
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target. |
|---|---|---|---|
| Rampage | Run Through | Unyielding | |
Lance Corporal |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action. |
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor. |
Corporal |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
The soldier is much more difficult to detect while concealed. Also, small bonuses to aim and crit while in concealment. |
Throw an axe at a target. This attack does not automatically end the turn. |
Sergeant |
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. |
Share the tricks of the hunting trade with an ally. Raises chance to score a critical hit. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Staff Sergeant |
Fire a shot that deals critical damage and gives the target penalties to Aim, Defense, and Will. 5 turn cooldown. |
Refunds one action point when you are revealed from concealment via your own action. |
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded. |
Tech Sergeant |
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover. |
When your concealment is broken, gain +15 defense for 2 turns. |
Makes partial cover count as full. |
Gunnery Sergeant |
Once per turn, if the soldier moves while out of ammo, reload 1 ammo. |
Increases damage against organic targets by 30%. |
If you hit with a melee attack during your turn, gain a bonus move. |
Master Sergeant |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
Attack any enemy within movement range with your sword. If you hit, make a free second sword attack. 2 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 |
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. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Attack any enemy within blue movement range with your weapon. This attack does not end the turn. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Slash an undead foe within movement range. If this attack is lethal, its AP cost will be refunded. |
Allow Overwatch to trigger with Squadsight. |
A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage. | |
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack. |
Attack an adjacent target with your sword. Uses one action. |
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. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. | |
Confers +10 aim and +10 defense against targets at a lower elevation. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Take an action after dashing. |
If you did not attack this turn, hunker down automatically. |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
Grants +1 charge per grenade item in a utility slot. | |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
You do 4 additional points of base damage and 2 additional point(s) of bonus critical damage with your primary weapon. |
Melee attack the first enemy that moves within your line of sight and 1 AP move distance with a penalty to aim. |
Grants 1 free incendiary grenade item to your inventory. |
Your grazing attacks are automatically upgraded to normal hits. | |
There is a chance of an extra loot drop whenever you are on a mission. |
When your concealment is broken, gain +15 defense for 2 turns. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
Take a shot with a small aim penalty for a significant damage boost. |
Grants 1 free battle scanner item to your inventory. |
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. | |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning. |
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns. |
All your attacks deal +2 damage. |
Equipped medikits have 2 extra charges. |
All melee attacks deal +1 extra damage and have +10 Aim. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. | |
Grants one free smoke grenade item to your inventory. |
Gain the same critical bonus from Advice when using it on an ally. |
Once per turn, take a reaction shot with your assault rifle at a visible enemy that has taken an offensive action. The reaction shot ignores cover bonuses. |
Template:Mass Intercept (TJ) |
Grants 1 free flashbang item to your inventory. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 0 | 1 | 0 | 0 | 0 |
Aim |
3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 1 | 2 | 2 | 2 | 2 |
Aim |
3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |