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.
Weapons
Primary: Pistols
Secondary: Pistols
Abilities
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for more information.
| Rank | Ability | ||
Squaddie |
This soldier has undergone special training and does not suffer Aim penalties while using dual firearms. | ||
|---|---|---|---|
Move to an enemy and strike with both weapons, dealing normal damage. |
Template:Magnum (LW) | Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses. | |
| 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 10/10/15/20/25/30/35 AP by tier.
| Tier 1 10 AP |
Tier 2 10 AP |
Tier 3 15 AP |
Tier 4 20 AP |
Tier 5 25 AP |
Tier 6 30 AP |
Tier 7 35 AP |
This soldier is able to climb walls. |
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. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Take a shot with a small aim penalty for a significant damage boost. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
All your attacks deal +2 damage. |
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
You do one additional point of base damage when using guns. |
Template:Lightning Hands (LWOTC) | Template:Cutthtroat (LWOTC) | Shots fired with your primary weapon pierce 3 armor. |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive. |
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 ranged attacks deal +2 more damage to units at 50% HP or less. |
The soldier marks an enemy to Duel. Both parties receive guaranteed chance to hit one another. Duel lasts until the encounter is over. |
Confers +50% damage against robotic enemies. |
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. |
Fire a searing round that's sure to hit. Deals fire damage and inflicts burning. |
As a free action, reload your weapon. Can be used every 3 turns. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. Upon usage, the ability goes on a 3 turn cooldown. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Deal increased damage with attacks based on how likely they are to miss. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
When an enemy attempts to shoot at you, you will pre-emptively take a primary weapon shot at them. |
Increases damage against organic targets by 30%. |
Primary weapon attacks have a 33% chance to set fire to enemies, and Shred 1 armor. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Mark a target, giving you +50 Crit chance and +50 Defense against it for 3 turns. This ability doesn't cost an action. 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. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Free dual melee attacks against enemies moving or attempting action in melee range. |
Gain +3 Mobility. You are 20% harder to detect while concealed. |
Activate to cause the soldier to follow up allies attacks with reaction shots. |
Gain 40 dodge against attacks within four tiles. |
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 reaction shot that is guaranteed to hit and crit with your pistol against any enemy that moves or attacks within 7 tiles. |
Your grazing attacks are automatically upgraded to normal hits. |
This soldier does not trigger overwatch or reaction fire. |
Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s). |
After landing a critical hit, gain Might. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
The soldier no longer has reaction fire penalties with overwatch and can crit, but can only watch over small regions. |
Fire a volley of 3 darts that inflict poison and agony. |
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. |
Special shot that sets the target on fire, dealing 2-4 damage per turn, and detonates carried explosives. Costs 3 ammo. |
Kills with your primary weapon restore 1 ammo. |
When in overwatch, you may take two reaction shots. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
When fired upon, gain one extra action on the next turn. Triggers no more than once per turn. Attacks against you suffer a -15 penalty to critical hit chances. |
Template:Bleeding Rounds (TJ) | If you score one or more kills on your turn, you are granted a single bonus move. |
Free Action. Instantly fire your Pistol at two random enemies. |
Once per turn, gain an additional action after taking a standard shot at an enemy suffering from bleeding, poison, burning, or acid burning. |
Your primary weapon attacks shred armor. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
5 | 3 | 3 | 1 | 1 | 1 | 1 | 1 | |
Will |
5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Hacking |
0 | 5 | 0 | 0 | 5 | 0 | 5 | 0 | |
| Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
5 | 8 | 11 | 12 | 13 | 14 | 15 | 16 | |
Will |
5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | |
Hacking |
0 | 5 | 5 | 5 | 10 | 10 | 15 | 15 | |