Hijacker (TJ)

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
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| Rank | Ability | ||
Squaddie |
Take permanent control of a robotic unit and potentially acquire ADVENT MECs for the Resistance. |
When the squad is revealed, this soldier remains concealed. |
Template:Intrusion Protocol (TJ) |
|---|---|---|---|
| Acquisition | Malicious | Unseen | |
Lance Corporal |
All GREMLIN abilities gain an additional charge. |
Gain an action when revealed from stealth by your own action, as well as the ability to climb walls, plus negate the penalties of failed hacks. |
Send the GREMLIN to place target unit into Stasis for 1 turn. |
Corporal |
Refill the primary weapon ammo of all allies. |
Grant an Overwatch shot to a visible ally. Can be used once per turn and ends the user's turn when used. |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
Sergeant |
Activate to allow your squad's standard shots to reduce the target's hack defense by 10. Lasts for 1 Turn(s). Has a 5 Turn(s) cooldown. Free action. |
Use your GREMLIN to grant a movement action to an ally and grant them a small boost to dodge and mobility. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
Staff Sergeant |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action. |
The GREMLIN grants an explosive grenade to the targeted ally. Usable 2 time(s) per mission. |
Tech Sergeant |
Makes partial cover count as full. |
Scout the area, Marking all enemies in a large cone. Marked enemies take 10-20% more damage and lose 5 defense. Retains stealth. |
Send the GREMLIN to attach a sticky bomb onto an enemy (does not alert the enemy). The sticky bomb will explode upon that enemy taking damage. |
Gunnery Sergeant |
Lowers all ability cooldowns on a selected ally soldier by up to 3 turns. |
Give a friendly unit concealment. |
Send the GREMLIN to a location where it offloads a large volume of napalm, damaging and burning all nearby units. |
Master Sergeant |
Never ask when you can take. Gain the Haywire Protocol ability when equipped with a GREMLIN or BIT secondary. Additionally, your Full Override ability gains a bonus charge. |
Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability. |
Send the GREMLIN to a location where it emits a substantial electric discharge, damaging and disorienting non-robotic units. Robotic units take more damage. |
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 |
Send the GREMLIN to an ally to remove any negative mental status effects: Disoriented, Stunned, Panicked, or Unconscious. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
At one point, this job involved dialogue. Gain +1 Skullmining charge when carrying the Skulljack. |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
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. |
Enemies have 10% smaller detection range against all squad members. |
Grant a friendly unit bonus ablative hit points. | |
There is a chance of an extra loot drop whenever you are on a mission. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. |
Template:Sprint (TJ) |
Share the tricks of the hunting trade with an ally. Raises chance to score a critical hit. |
If the soldier takes enough damage to be killed, they are immediately put in Stasis for 1 turn and their health is only reduced to 1 HP. This can only happen once per mission. |
Ranged attacks against flanked enemies deal +2 damage. | |
Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s). |
Once per turn, the soldier follows up an ally's attack with a reaction shot. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Immediately enter concealment once per mission. |
Grants 1 free flashbang item to your inventory. |
Send the GREMLIN to an enemy to take them hostage. The hostage can be used as full cover. |
Your primary weapon attacks shred armor. | |
Gain +3 Mobility and +10 Aim while concealed. |
The soldier is much more difficult to detect while concealed. Also, small bonuses to aim and crit while in concealment. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Haywire Protocol no longer has a cooldown and doesn't end the turn. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
You do one additional point of base damage when using guns. |
Your rocket launcher or heavy weapon gains a bonus use. | |
The soldier no longer has reaction fire penalties with overwatch and can crit, but can only watch over small regions. |
All squad members get +10 Crit chance against enemies you can see. |
Attach a claymore onto an enemy (does not alert the enemy). The Homing mine will explode upon that enemy taking damage. |
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. |
Grants 1 free explosive grenade item to your inventory. |
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded. |
Send the GREMLIN to deliver a cryogenic explosive. Deals cold damage and inflicts bitterfrost. | |
Reduce wound recovery times for most soldiers. |
The GREMLIN can perform healing actions remotely: GREMLIN Heal and GREMLIN Stabilize. The GREMLIN has a single charge. If a medikit is equipped, the GREMLIN will gain an additional charge. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Template:Restorative Mist (TJ) |
Command your GREMLIN to move to a friendly target. It grants that target a bonus to Defense until the start of the next player turn. |
Restores health to the user and surrounding allies. Removes Burning, Acid, and Poison. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. | |
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies. |
This soldier does not trigger overwatch or reaction fire. |
Provides one free proximity mine. |
Puts the Dragoon and all nearby units into stasis for one turn. Units in stasis cannot act and are immune to damage. Can be used once per mission. |
The GREMLIN can trigger an instant scan of the area, increasing the Specialist's sight radius substantially for one turn, and revealing any hidden or disguised enemies in view. Free Action. |
Every 4 turns, as a free action, you can use a Battle Scanner. |
Fire a searing round that's sure to hit. Deals fire damage and inflicts burning. |
Stat Progression
TO DO:
| 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 | |
Tips
Hijackers are third gremlin class with innate ability to support our troops with the ability to permanently capture robotic units, or at least stun them for a long time. Full override it is and they start with it, Hijackers also start with Phantom and can learn plenty of support abilities so they have something to do once they are out of charge for their gremlin abilities. Hacking laptop is a must for this soldier. All robotic units that Hijacker stole that survived the mission will join the local haven as defenders, this garrison can grow quite massive and we can strengthen these units with our upgrades for proving ground units. So not just our robotic units will be better, so do the units at the local garrison.
Hijackers can only use a submachinegun, so their direct firepower is weak; they are a support class in essence. Hacking has its own share of problems of being mostly based on a chance, without failsafe, the attempted theft might make the situation much worse if it fails.
Hackers laptop can lower hack defense of robots, but requires direct line of sight and cannot be used at squadsight.
Try to soften up hack defenses before risking it, lowering hack defense with the laptop does not blow concealment so if you have the time...take your time.
All sort of robotic units can be stolen, even things XCOM could not fathom creating, like Sectopods. And yes, these will join the local Haven. Advent will discover where their massive robot went...
Hijackers should be trained out of either high hack rookies (for hacking duty) or the bottom of the barrel rookies with the worst stats imaginable (support role). Hijackers have the highest hack growth out of 3 gremlin classes, but in comparison they generally end up similar to their counterparts, their Full Override requires a higher hack score than Haywire. Hijacker perks in general are, outside of hacking, independent from stats so everyone can use them, stats be damned. Plus they are forced to carry an SMG, so their mobility will be above average by default.