Akimbo (TJ)
Appearance

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
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for more information.
| Rank | Ability | ||
Squaddie |
Template:Dual Pistol Shot (TJ) | Template:Dual Pistol Melee (TJ) | Template:Magnum (LW) |
|---|---|---|---|
| Gun Fu | Scrapper | Reactionary | |
Lance Corporal |
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. |
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. |
When on Overwatch, if your shot misses, another shot will be taken as long as ammo is available. |
Corporal |
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. |
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. |
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 |
Pistol Shot, Trick Shot, Leg Shot, Checkmate, Unload and Fan Fire no longer end turn. |
Follow up melee attacks with a reactive pistol shot. |
Overwatch no longer ends turn. Additionally, reaction shots have +20 Aim. |
Staff Sergeant |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
If you hit with a melee attack during your turn, gain a bonus move. |
Gain a bonus move action this turn. 3 turn cooldown. |
Tech Sergeant |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
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 |
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. |
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. |
Once per turn, the soldier follows up an ally's attack with a reaction shot. |
Master Sergeant |
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. |
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. |
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 |
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. |
You detect nearby units even without line of sight. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
Increases damage against organic targets by 30%. |
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. |
When your concealment is broken, gain +15 defense for 2 turns. |
This soldier has significantly reduced infiltration times while on missions. | |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
Attack any enemy within movement range with your sword. If you hit, make a free second sword attack. 2 turn cooldown. |
Immediately grants concealment that is automatically broken after 2 turns. |
Makes partial cover count as full. |
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target. | |
Deals 2 damage and knocks back target. Can't target mechanical enemies. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. Can only be used while concealed. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
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. |
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. |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. | |
Grants a free Medikit. |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
Gain additional Crit chance and Mobility while equipped with a shotgun. |
If you hit with a melee attack during your turn, gain a bonus move. |
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
Ranged attacks against flanked enemies deal +2 damage. | |
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. |
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown. |
Shots fired with your primary weapon pierce 3 armor. |
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover. |
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. | |
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. |
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns. |
Provides one free proximity mine. |
All your attacks deal +2 damage. |
There is a chance of an extra loot drop whenever you are on a mission. |
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. |
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. | |
If you did not attack this turn, hunker down automatically. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
The next grenade you throw or launch this turn doesn't cost an action. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
All melee attacks deal +1 extra damage and have +10 Aim. |
Once per mission, as a free action, set all your cooldowns on abilities back to zero. |
At one point, this job involved dialogue. Gain +1 Skullmining charge when carrying the Skulljack. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 0 | 1 | 0 | 0 | 0 | 1 | 0 |
Aim |
3 | 3 | 3 | 2 | 3 | 3 | 3 | 2 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
Hacking |
60 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | |
| Total | Health |
0 | 0 | 1 | 1 | 1 | 1 | 2 | 2 |
Aim |
3 | 6 | 9 | 11 | 14 | 17 | 20 | 22 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |
Hacking |
60 | 80 | 100 | 120 | 140 | 160 | 180 | 200 | |