ADVENT Gunner (LWOTC)

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ADVENT Gunner.jpg

The ADVENT Gunner is a trooper variant that carries a machine gun.

They serve a similar role as XCOM's Gunner, starting with Area Suppression, high damage and a large clip size, but they suffer from lower mobility. With upgraded versions that appear later on, they get perks to further improve their direct fire capabilities.


ADVENT Gunner (Rank 1)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 4 0 60 0 33 0 0 11 45 125 8
Veteran 5 0 65 0 33 0 0 11 50 125 8
Commander'5' 5 0 65 0 40 0 0 11 50 125 8
Legend 6 0 65 0 40 0 0 11 55 125 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
ADVENT Mag Cannon 4-7 2 5 -
Max Units in Pod = 2
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight - 1 1 1 1 1 - - - - - - - - - - - - - -
Follower Spawn Weight - 1 2 3 4 5 4 3 2 1 1 1 1 1 1 - - - - -
Abilities and Tactical Upgrades
Area Suppression
*Area Suppression cannot be used when the soldier is concealed. *Any unit that attempts to move will face reaction fire as long as the suppressing unit has ammo remaining. *Does not work with shotguns or sniper rifles. *Area Suppression costs 3 ammo points to use, plus one additional ammo for each reaction shot. It has no cooldown. *Area suppression will be canceled if the suppressing unit is damaged. *If multiple units suppress a target, the aim penalty will not stack. *Suppression restricts many of the target's abilities, including the use of rockets and grenades.
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.
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.

16% chance of applying after completion
Grazing Fire
* Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze. * This effect occurs after normal hit-miss-graze processing. * Targets with a dodge score subtract that score from the ability's success chance.
Missed shots with your primary weapon have an additional roll to become a graze.

25% chance of applying after completion
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.

16% chance of applying after completion


ADVENT Heavy Gunner (Rank 2)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 6 0 65 0 33 0 0 11 65 125 9
Veteran 7 0 65 0 33 0 0 11 70 125 9
Commander 8 0 70 0 40 0 0 11 70 125 9
Legend 9 0 70 0 40 0 0 11 70 125 9
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
ADVENT Mag Cannon 5-9 3 5 Pierce: 1 (On Rookie: 0)
Max Units in Pod = 2
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight - - - - - - 1 1 1 1 1 1 1 - - - - - - -
Follower Spawn Weight - - - - - - 1 1 2 3 4 5 6 6 6 6 4 2 1 1
Abilities and Tactical Upgrades
Area Suppression
*Area Suppression cannot be used when the soldier is concealed. *Any unit that attempts to move will face reaction fire as long as the suppressing unit has ammo remaining. *Does not work with shotguns or sniper rifles. *Area Suppression costs 3 ammo points to use, plus one additional ammo for each reaction shot. It has no cooldown. *Area suppression will be canceled if the suppressing unit is damaged. *If multiple units suppress a target, the aim penalty will not stack. *Suppression restricts many of the target's abilities, including the use of rockets and grenades.
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.
Locked On
* Gain +20 aim and +10 crit for repeated shots at the same target. Not cumulative, and only applies to enemy units. * The effect persists in between multiple turns as long as the same target has been fired upon. * Area-of-Effect-based shots do not grant the bonus.
Gain +20 aim and +10 crit for successive shots at the same enemy unit.
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.

16% chance of applying after completion
Grazing Fire
* Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze. * This effect occurs after normal hit-miss-graze processing. * Targets with a dodge score subtract that score from the ability's success chance.
Missed shots with your primary weapon have an additional roll to become a graze.

25% chance of applying after completion
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.

16% chance of applying after completion

ADVENT Elite Gunner (Rank 3)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 9 1 65 0 33 10 0 11 85 175 8
Veteran 13 1 65 0 33 10 0 11 90 175 8
Commander 14 1 70 0 40 10 0 11 90 175 8
Legend 15 1 70 0 40 10 0 11 95 175 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
ADVENT Mag Cannon 6-11 4 5 Pierce: 2 (On Rookie: 1)
Max Units in Pod = 2
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight - - - - - - - - - - - - - 1 1 1 1 1 1 1
Follower Spawn Weight - - - - - - - - - - - - - - - 1 3 4 5 5
Abilities and Tactical Upgrades
Area Suppression
*Area Suppression cannot be used when the soldier is concealed. *Any unit that attempts to move will face reaction fire as long as the suppressing unit has ammo remaining. *Does not work with shotguns or sniper rifles. *Area Suppression costs 3 ammo points to use, plus one additional ammo for each reaction shot. It has no cooldown. *Area suppression will be canceled if the suppressing unit is damaged. *If multiple units suppress a target, the aim penalty will not stack. *Suppression restricts many of the target's abilities, including the use of rockets and grenades.
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.
Locked On
* Gain +20 aim and +10 crit for repeated shots at the same target. Not cumulative, and only applies to enemy units. * The effect persists in between multiple turns as long as the same target has been fired upon. * Area-of-Effect-based shots do not grant the bonus.
Gain +20 aim and +10 crit for successive shots at the same enemy unit.
Covering Fire
*If triggered by an enemy action, Covering Fire will trigger before the enemy action completes. *In addition, having the Covering Fire ability confers a -10 aim penalty upon any units you take a reaction shot at, regardless of whether it was a covering fire shot or not and this penalty can be stacked. *The penalty does not affect the current action an enemy takes if it is aim-based and would only apply in the next turn. This means that if a covering fire shot was taken against an enemy performing an aim-based action, that action does not suffer the penalty.
Reaction shots confer an aim malus on enemies and can now be triggered by any enemy action, not just movement.
Traverse Fire
*After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
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.

16% chance of applying after completion
Grazing Fire
* Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze. * This effect occurs after normal hit-miss-graze processing. * Targets with a dodge score subtract that score from the ability's success chance.
Missed shots with your primary weapon have an additional roll to become a graze.

25% chance of applying after completion
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.

16% chance of applying after completion


Tips

  • Like most flankable units, they will ideally try to find reasonable cover whenever flanked. This can be taken advantage of if you want to force enemies to move.
  • Like most units with AOE moves, you ideally want to spread your soldiers out in order to greatly disssuade them from ever using them. But unlike other unit types, it may be beneficial to group up in order to incentivize the gunner to suppress your soldiers which will effectively remove their chance at a shot to deal potential damage. If doing this, it is ideal to have a way to disable their suppression in the next turn to truly make their turn a wasted one otherwise you pinned yourself down into a tougher turn.