Hijacker (TJ)
Appearance

The Hijacker specializes in staying under the radar while seizing enemy assets such as their robotics, while also proving some crowd control and team support.
Class Overview
The Hijacker specializes in staying under the radar while seizing enemy assets such as their robotics, while also proving some crowd control and team support.
Weapons
Primary: SMGs
Secondary: Gremlins
Abilities
Mouse-over
for more information.
| Rank | Ability | ||
Squaddie |
When the squad is revealed, this soldier remains concealed. |
Take permanent control of a robotic unit and potentially acquire ADVENT MECs for the Resistance. |
Template:Intrusion Protocol (LWOTC) |
|---|---|---|---|
| Acquisition | Malicious | Unseen | |
Lance Corporal |
You may target robotic and mechanical enemies with your GREMLIN, attempting to hack them and seize control. 4-Turn cooldown. |
This soldier does not trigger overwatch or reaction fire. |
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies. |
Corporal |
Enemy units that are hacked take damage and lose their actions on the turn the hack effect ends. |
Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s). |
Your Arc Thrower disorients the target when it misses. |
Sergeant |
Template:Cooldown Override (TJ) | Immediately enter concealment once per mission. |
Template:Sting Grenade (LWOTC) |
Staff Sergeant |
Template:Full Override II (TJ) | Template:Disguise (TJ) | Template:Feedback (LWOTC) |
Tech Sergeant |
Template:Threat Recognition (TJ) | Template:Vanish (LWOTC) | A chaining arc thrower attack that stuns up to 5 targets. |
Gunnery Sergeant |
Template:Override Extension (TJ) | Template:Shroud (LWOTC) | Template:Soulsteal (TJ) |
Master Sergeant |
Template:Infiltrator Protocol (TJ) | Template:Digital Ghost (TJ) | Template:Overclocked Brain (TJ) |
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 | |