- For item, see Skulljack (Item).
The Skulljack is a Proving Ground project in XCOM 2. The Skulljack is required twice to progress in story: In the first the Skulljack is used on an ADVENT Officer after the Skulljack project, and later, on a Codex after Encrypted Codex Data.
In combat, a soldier equipped with a Skulljack can melee enemies for special results. However, unless you have researched Skullmining, the Skulljack will only work to progress the story. Once researched, a Skullmine action will be available any time a soldier equipped with a Skulljack has an ADVENT soldier in range.
Abilities[]
Skullmine is an option to hack any living ADVENT soldier. The chance to initiate a Skullmine is 70% and is fixed. On a successful hack attempt you will gain either Intel or a Facility Lead (these are fixed options) as selected in the Hack dialog. Failure will deal feedback damage to the user (this is also fixed). Whether the hack attempt is successful or not, the target will be instantly killed. This can be helpful when dealing with tough ADVENT units. If the soldier wielding the Skulljack fails to initiate the hack attempt, 2 damage will be dealt to the target, and only one action point will be consumed, even if the soldier dashed. This allows for repositioning if things go wrong.
In-Game Description[]
“ | Before we even had time for field trials, the troops had already taken to calling it a Skulljack, In the simplest of terms, it's a physical interface designed to access the chip implanted in the ADVENT forces' skulls, applied using directed blunt force. | ” |
Project Effects[]
Adds 1x Skulljack to XCOM's inventory.
Notes[]
- The chance to initiate a Skulljack/Skullmine hack is 70% and is fixed.
- You cannot skulljack Psi Zombies or ADVENT units that you are mind-controlling
- Allied ADVENT soldiers (such as the ones spawned by the double agent resistance order) that are under enemy mind control (for example, by a Sectoid) can be Skulljacked