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Hijacker (TJ)

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Hijacker
Hijacker
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

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
Squaddie
Full Override
*Full Override is a special hack action usable against enemy robotic units. *It has one charge that is only expended if a successful override occurs. *Requires one action and ends the soldier's turn. *The first hack option, Greater Shutdown, will disable (stun) the unit for 3 turns. *The second hack option, Master Enemy, will grant control of the unit for rest of the mission with a stat bonus for all robots, and will permanently transfer any MEC units to the Resistance. *If the Master Enemy hack succeeds, and the MEC and the specialist both survive the mission, the MEC will follow new programming and make its way to a Resistance base, where it will serve the Resistance. It does not need to be evacuated when the mission ends.
Take permanent control of a robotic unit and potentially acquire ADVENT MECs for the Resistance.
Phantom
*Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment. *If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
When the squad is revealed, this soldier remains concealed.
Hack
*Map items (chests, workstations, etc.) can be hacked from a distance using the GREMLIN/BIT.
Attempt to remotely breach security on a network access point with your GREMLIN/BIT.
Acquisition Malicious Unseen
Lance Corporal
Lance Corporal
Supercharge
* GREMLIN abilities include Shield Protocol, Renewal Protocol, and Stealth Protocol.
All GREMLIN abilities gain an additional charge.
Perfect Plan
* Perfect Plan grants 3 perks: Quick Feet, Parkour, and Failsafe. * Quick Feet will allow the soldier to ambush a pod while standing in the open, or hack an objective from stealth without putting themselves at risk.. * Even without a GREMLIN or BIT, Failsafe can still guard against failure effects from Skullmining attempts or hacking ADVENT Security Towers with a Hacker's Laptop. * Walls can be climbed, but not windows.
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.
Containment Field
* Can be used on both allies and enemies. * Has a 4 turn cooldown.
Send the GREMLIN to place target unit into Stasis for 1 turn.
Corporal
Corporal
Resupply
* Has 2 charges.
Refill the primary weapon ammo of all allies.
You Got This
* You Got This can be used without breaking concealment. * The ally must be able to perform Overwatch shots in order to receive a benefit from You Got This.
Grant an Overwatch shot to a visible ally. Can be used once per turn and ends the user's turn when used.
First Strike
* First Strike can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with First Strike must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
While concealed or flanking your target, you deal +3 damage with your primary weapon.
Sergeant
Sergeant
Botnet
* Lasts for 1 Turn(s). * Your squad's standard shots permanently reduce target's hack defense by 10. * Hack defense reduction can stack. * Botnet has a 5 Turn(s) cooldown. * Standard shot abilities also include Standard Sniper Shot, Light 'Em Up, Pistol Shot and Snap Shot.
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.
Rescue Protocol
*Rescue Protocol grants +15 dodge and +5 mobility. *Rescue Protocol can only be used on allies with no action points left. *It cannot be used on concealed, suppressing or overwatching units. *An ally cannot benefit from both Command and Rescue Protocol in the same turn. *Uses one action and does not end your turn. *Rescue Protocol has 2 charges per mission. *Charges increase with improved Gremlin technology.
Use your GREMLIN to grant a movement action to an ally and grant them a small boost to dodge and mobility.
Hail of Bullets
*Hail of Bullets requires 3 ammo points. *Hail of Bullets has a 5 turn cooldown. *Hail of Bullets does not work with sniper rifles.
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
Staff Sergeant
Staff Sergeant
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
Fade
* Fade will let you use your First Strike bonus multiple times during a battle. * Concealment granted by Fade can also be broken normally. * Fade is a free action and has a 4 turn cooldown.
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action.
Airdrop
*Grants an explosive grenade to the targeted ally. *Airdrop initially confers a frag grenade, but will grant a plasma grenade once researched. *Activating Airdrop uses one action and does not end the soldier's turn. *Activating Airdrop does not break concealment. *Usable 2 time(s) per mission.
The GREMLIN grants an explosive grenade to the targeted ally. Usable 2 time(s) per mission.
Tech Sergeant
Tech Sergeant
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Recon
* Marks all targets for +5% aim and +10-20% more damage from your squad for 2 turns.
Scout the area, Marking all enemies in a large cone. Marked enemies take 10-20% more damage and lose 5 defense. Retains stealth.
Sticky Bomb Protocol
* Shots against the mined target are guaranteed to hit. * Has 2 charges.
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
Gunnery Sergeant
Manual Override
*Use the allies' abilities early and often to take full advantage of Manual Override. *Costs 1 action. *Manual Override has a 4 turn cooldown.
Lowers all ability cooldowns on a selected ally soldier by up to 3 turns.
Stealth Protocol
* Stealth Protocol can be used on any soldier, so consider who you plan on using it on when selecting your squad. * Sometimes Stealth Protocol can be used to protect a soldier in a sticky situation, but it won't work on a soldier who is flanked by an enemy. * Using Stealth Protocol costs an action. * The effect is removed if the Dragoon dies or evacs. * Stealth Protocol has one charge per mission.
Give a friendly unit concealment.
Napalm Protocol
* Napalm Protocol has 2 charges per mission. * Napalm Protocol will deal more damage as you upgrade your GREMLIN.
Send the GREMLIN to a location where it offloads a large volume of napalm, damaging and burning all nearby units.
Master Sergeant
Master Sergeant
Slave Drive
* Haywire Protocol lets you stun or temporarily control an enemy robotic unit with your GREMLIN or BIT.
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.
Scouting Report
* Collect 1 intelligence each turn. Intelligence adds 1 offense and defense to all allies (max 5). * 'Decisive Action' - Spend 5 intelligence to fully restore one ally's action points up to 2
Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability.
Capacitor Discharge
*Capacitor Discharge has one charge per mission. *Capacitor Discharge will deal more damage as you upgrade your GREMLIN. *Pierces armor like combat protocol.
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
Revival Protocol
*Revival Protocol can be used to revive unconscious soldiers, including those who have been stabilized after bleeding out. *Revival Protocol, if used with your first action, will not end your turn. *Starts with two charges, but upgrading your GREMLIN may provide more.
Send the GREMLIN to an ally to remove any negative mental status effects: Disoriented, Stunned, Panicked, or Unconscious.
Lone Wolf
*Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant. *Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
Interrogator
* The Skullmining project in the Proving Ground must be completed for this ability to have any effect.
At one point, this job involved dialogue. Gain +1 Skullmining charge when carrying the Skulljack.
First Strike
* First Strike can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with First Strike must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
While concealed or flanking your target, you deal +3 damage with your primary weapon.
Maim
*Fire a shot with your primary weapon that does normal damage and immobilizes the target until the end of their next turn. *Useful to isolate a high-value target during an ambush. *Uses 1 ammo. *Maim has a 3 turn cooldown.
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.
ECM
* The effect is removed if the Dragoon dies or evacs. * Passive.
Enemies have 10% smaller detection range against all squad members.
Shield Protocol
* Grant a friendly unit 3/5/7 bonus ablative hit points. * The shield also grants poison immunity until all ablative hit points are lost. * Has 2 charges
Grant a friendly unit bonus ablative hit points.
Scrounger
* There will be one additional loot drop on a random enemy whenever this soldier is on a mission. * Other squadmates with Scrounger will stack the effect.
There is a chance of an extra loot drop whenever you are on a mission.
Holo Targeting
*Directed primary weapon-specific abilities will grant Holo Targeting. *Any abilities that target multiple units will not grant Holo Targeting.
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target.
Overkill
*Your ranged attacks deal +2 more damage to units at 50% HP or less.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
Template:Sprint (TJ)
Advice
* Costs 1 action, does not end the turn. * Can be used on any ally within line of sight. * Raises chance to score a critical hit by 20%. * Provides an extra 10% bonus if used on the soldier's Bondmate. * Lasts 2 turns. * Has a 3 turn cooldown.
Share the tricks of the hunting trade with an ally. Raises chance to score a critical hit.
Emergency Containment
* Beware that a sustained soldier may retain damaging status effects like poison or burning after emerging from Stasis.
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.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Ghostwalker
*Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s) (including the current turn), as denoted by red tiles surrounding enemies who are not alerted to your presence. *Ghostwalker has a 4 turn cooldown. *Requires no actions to activate. *This ability also grants a small reduction in this soldier's impact on infiltration times. *Does not apply to ADVENT security towers.
Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s).
Chasing Fire
* Chasing Fire will not be triggered by other reaction attacks. * Will not trigger during Field Of Zero.
Once per turn, the soldier follows up an ally's attack with a reaction shot.
Disabling Shot
*Stuns enemies for 2 actions if the shot hits (including if it grazes). *Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage. *Disabling Shot requires 1 ammo to use. *Disabling Shot has a 5 turn cooldown. *Only Avatars and Psi Zombies can not be stunned.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
Conceal
*Concealment cannot be used when flanked by nearby enemies. *Requires one action and ends the soldier's turn.
Immediately enter concealment once per mission.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Hostage Protocol
* Hostage Protocol has 2 charges per mission.
Send the GREMLIN to an enemy to take them hostage. The hostage can be used as full cover.
Shredder
*A successful shot with a conventional weapon will shred 1 armor from the target. *More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.
Stalker
* The bonuses are lost immediately when you lose concealment.
Gain +3 Mobility and +10 Aim while concealed.
Shadowborn
* -33% detection radius while concealed. * +15 aim and crit with all shots from concealment.
The soldier is much more difficult to detect while concealed. Also, small bonuses to aim and crit while in concealment.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Puppeteer
* You can still only make one attempt to use Haywire Protocol per enemy unit.
Haywire Protocol no longer has a cooldown and doesn't end the turn.
Damn Good Ground
*Confers +10 aim and +10 defense against targets at a lower elevation. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Confers +10 aim and +10 defense against targets at a lower elevation.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.
Rocketeer
* Heavy weapons are weapons such as the shredder gun that can only be mounted on an EXO or WAR suit.
Your rocket launcher or heavy weapon gains a bonus use.
Scout's Watch
* Overwatch replaced with Scout's Watch. * Scout's Watch - Overwatch over a long, narrow cone. * Can reactively fire upon movement. * Can crit and doesn't suffer from reaction fire penalties.
The soldier no longer has reaction fire penalties with overwatch and can crit, but can only watch over small regions.
Sensor Overlays
* This doesn't count enemies only visible through squadsight.
All squad members get +10 Crit chance against enemies you can see.
Homing Mine
*Shots against the mined target are guaranteed to hit. *Homing Mine has 3 charges per mission. *Homing Mine requires one action and does not end your turn. *This ability deals 5 damage and shreds 1 armor
Attach a claymore onto an enemy (does not alert the enemy). The Homing mine will explode upon that enemy taking damage.
Hit and Run
*Cannot be used on the same turn as Run and Gun. *Bonus full actions from Serial and Death from Above will be awarded first.
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.
Extra Munitions
* The free grenade is not affected by Packmaster.
Grants 1 free explosive grenade item to your inventory.
Burial Shot
* Has a 2 turn Cooldown. * Ignores sustain effects, so Burial Shot is especially useful for putting down priests and raptor commandos.
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded.
Winter Protocol
* Has 2 uses per battle.
Send the GREMLIN to deliver a cryogenic explosive. Deals cold damage and inflicts bitterfrost.
Field Surgeon
*Field Surgeon reduces the number of hit points a soldier must heal after being wounded in battle by 1. *Multiple Field Surgeons on a mission have a chance to reduce wound recovery time further. *The effect includes the soldier with the ability. *It does not affect soldiers who suffered killing wounds and are stabilized from bleeding out.
Reduce wound recovery times for most soldiers.
Medical Protocol
*Upgrading your GREMLIN will lead to more HP healed per charge. *GREMLIN Heal or GREMLIN Stabilize, when used as your first action, will not end your turn.
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.
Shadowstrike
*Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
Template:Restorative Mist (TJ)
Aid Protocol
*Aid Protocol, if used with your first action, will not end your turn. *As Aid Protocol takes effect immediately, it can be used to defend against reaction fire from enemies. *More advanced GREMLIN models will increase the defensive bonus granted by Aid Protocol.
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.
Triage
* Restores 8 health to the user and surrounding allies within 8 tiles. * Removes Burning, Acid, and Poison. * Has 1 charge.
Restores health to the user and surrounding allies. Removes Burning, Acid, and Poison.
Evasive
*This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Combat Protocol
* This ability has a 3-turn cooldown. * Upgrading your GREMLIN will lead to more damage per charge.
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates. *This ability cannot be disabled in any way.
This soldier does not trigger overwatch or reaction fire.
Minelayer
* Provides one free proximity mine. * That's right. The sectopod-tech-exclusive item. For free. From this perk.
Provides one free proximity mine.
Stasis Field
* Stasis Field affects both allied and enemy units. * Can be used once per mission. * Radius is 4 tiles.
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.
Scanning Protocol
*Scanning Protocol has 2 initial charges. *Scanning Protocol gains bonus charges with improved Gremlins. *In addition to hidden and disguised enemies, enemies blocked from line of sight by walls or obstructions will also be revealed by Scanning Protocol. *Scanning Protocol is a free action. *If the Specialist is employed as Haven Advisor Scanning Protocol will reduce the chance of recruiting Faceless rebels by 40% (stacking cumulatively with other similar abilities).
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.
Reconnoiter
* The Battle Scanners granted by Reconnoiter can be used indefinitely, only limited by the cooldown. * These Battle Scanners are separate from the ones granted by the Battle Scanner item.
Every 4 turns, as a free action, you can use a Battle Scanner.
Surefire Shot
* Always hits, but cannot crit. * Cannot be dodged or deflected. * Weapon damage is converted to fire, so Surefire Shot cannot be used against fire immune foes. * Has 2 charges.
Fire a searing round that's sure to hit. Deals fire damage and inflicts burning.


Stat Progression

TO DO:

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 0 1 0 0 0 1 0
Aim
Aim
3 3 3 2 3 3 3 2
Will
Will
4 4 0 0 0 0 0 0
Hacking
Hacking
60 20 20 20 20 20 20 20
Total Health
Health
0 0 1 1 1 1 2 2
Aim
Aim
3 6 9 11 14 17 20 22
Will
Will
4 8 8 8 8 8 8 8
Hacking
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.

See Also

XCOM Units in Ted Jam
LWOTC Soldiers

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
LWOTC Unlockables

Psi Operative

SPARK

Officers
Faction Heroes

Reaper

Skirmisher

Templar
Trainable Soldiers

Agent

Akimbo

Arsonist

Buccaneer

Combat
Engineer

Dragoon

Heavy

Hitman

Hijacker

Hoplite

Hunter

Infantry

Juggernaut

Recon

Scrapper

Stormtrooper

Survivalist
Untrainable Soldiers

Crasher

Keeper

Stormrider

Warden
MEC Troopers

MEC Assault

MEC Heavy

MEC Hellion

MEC Protector

MEC Reaper

MEC Skirmisher

MEC Sniper

MEC Support

MEC Templar
Playable ADVENT

Assault Trooper

Bio Assault Trooper

Bio Barrier Trooper

Bio Captain

Destroyer Commando

Frost Captain

Frost Lancer

Frost Purifier

Frost Technician

Officer

Pathfinder

Pathfinder Hunter

Priest

Purifier

Raptor Commando

Shieldbearer

Stunlancer

Wraith Commando
Playable Aliens

Andromedon

Archon

Berserker

Desolator

Faceless

Frost Adder

Frost Bomber

Frost Mamba

Frost Necromancer

Muton Beleaguer

Muton Harrier

Muton Hunter

Muton Prowler

Muton Sapper

Muton Trooper

Naja

Python

Sectoid

Sectoid Abjurer

Sidewinder

Viper

Viper Marauder

Warmaster

Winter Sentinel
Buildable Units

Junk SPARK

Resistance MEC

MEC Archer

MEC Pyroclast

Prototype Assault MEC

Military Assault MEC

Frost MEC

Frost Droid

ADVENT Drone

Hunter Drone

Enigma Drone

Phase Drone

SHIV

Alloy SHIV

Elerium SHIV

Celatid Turret

Alloy Celatid Turret

Elerium Celatid Turret

Chryssalid Hound