Gunner (LWOTC)
Class Overview
Gunners are akin to vanilla Grenadiers that have specialized in Cannon use. They have a number of perks related to the cannon and suppression (with Suppression and Area Suppression as baseline class abilities).
"Cannoneer" type Gunners invest in the raw direct damage potential of the cannon, essentially becoming a mobile heavy rifleman that can exploit a single target with multiple or unavoidable attacks, but have less raw battle control potential when using their weapons to suppress the enemy.
"Oppressor" type Gunners behave as mid-line fire support soldiers with enhanced and highly effective suppressive fire, capable of pinning an enemy squad down and victimizing any enemies dumb or desperate enough to try and break cover, but do not share in the raw single target damage potential of their Cannoneer counterparts.
Weapons
Primary : Cannons
Secondary : Combat Knife
Cannons have an aim penalty at very short range, so Gunners carry a combat knife for close in defense. Gunners also enjoy many options in the Center branch for improving their survivability and utility in combat, allowing them to share the frontline with Assaults and Rangers without breaking a sweat.
Abilities
Mouse-over
for more information.
| Rank | Ability | ||
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Squaddie |
You may make a melee attack with your knife against adjacent enemies.
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Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim.
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Fire a barrage that pins down multiple targets within a 4-tile radius, granting reaction fire against anyone that moves, and imposing a -25 penalty to all targets' aim until suppression is removed. Cannot be used when concealed.
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| Cannoneer | Sentry | Oppressor | |
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Lance Corporal |
You do one additional point of base damage when using guns.
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You may parry melee attacks and counterattack with your melee weapon. Also gain +10 dodge.
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Missed attacks have an additional roll to become a graze.
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Corporal |
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits.
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Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
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Gain +20 to hit against enemies who attempt to move when suppressed.
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Sergeant |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
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Your primary weapon attacks shred armor.
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Gain 25% bonus damage against enemies who attempt to move when suppressed.
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Staff Sergeant |
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically.
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Unleash a volley of bullets at your target's cover, significantly damaging or destroying it. Deals no damage to your target.
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Area Suppression suppresses enemies in a 5-tile radius.
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Tech Sergeant |
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have a -15 aim penalty. Has a 3 turn cooldown.
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Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
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You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
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Gunnery Sergeant |
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future.
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Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
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Take a reaction shot against any enemy that moves or attacks within a cone of fire.
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Master Sergeant |
Fire a cone shaped barrage of bullets at every enemy in an area. In addition, the cover of those enemies can be damaged or destroyed. Uses a lot of ammunition.
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Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
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After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
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XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/20/30 AP per tier for offensive perks, 10/15/25 AP per tier for defensive perks and 35 AP for Tier 4 perks.
| Tier 1 Defensive | Tier 1 Offensive | Tier 2 Defensive | Tier 2 Offensive | Tier 3 Defensive | Tier 3 Offensive | Tier 4 |
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Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
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Reaction shots confer an aim malus on enemies and can now be triggered by any enemy action, not just movement.
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Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
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Attack any enemy within blue movement range with your weapon. This attack does not end the turn.
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If you get at least one kill during your turn, automatically Hunker Down at the end of it.
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Critical hits with your primary weapon have a chance to panic the target and nearby enemies.
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When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
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Grants one free smoke grenade item to your inventory.
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All melee attacks deal +1 extra damage and have +10 Aim.
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If you hit with a melee attack during your turn, gain a bonus move.
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Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
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Enemy attacks against you suffer a -30 penalty to critical hit chances.
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You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy.
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Killing an enemy at a lower elevation with your primary weapon refunds a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles.
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Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 4 turn cooldown.
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Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
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Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon.
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Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.
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If you score one or more kills on your turn, you are granted a single bonus move.
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Enter overwatch after firing a turn ending standard shot with your primary weapon.
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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.
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Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
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A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage.
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Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
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If you did not move last turn, gain +10 Aim and +10 Critical chance.
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Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
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Gain +20 aim and +10 crit for successive shots at the same enemy unit.
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Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
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Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges.
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Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
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Makes partial cover count as full.
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Gain additional +15 aim and +15 crit against holotargeted units.
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If you score a kill during your turn, the next attack against you during the enemy turn will miss.
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Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
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A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack.
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Kills with your primary weapon restore 1 ammo.
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While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
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Ranged attacks against flanked enemies deal +2 damage.
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Stat Progression
| Rank |
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| Per Level |
Health |
0 | 1 | 0 | 0 | 1 | 0 | 0 | 1 |
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Aim |
5 | 4 | 3 | 2 | 1 | 1 | 1 | 1 | |
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Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total |
Health |
0 | 1 | 1 | 1 | 2 | 2 | 2 | 3 |
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Aim |
5 | 9 | 12 | 14 | 15 | 16 | 17 | 18 | |
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Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |
Sample Builds
See Also
| XCOM Units in Long War of the Chosen | ||||||||||||||||||||||||||
| Starting |
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| Unlockable |
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| Faction |
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