Gunner (LW2)

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The Gunner is trained to use heavy automatic weapons, able to cover the squad with suppressive fire or inflict significant damage in direct attacks.

Gunner: Primary: Cannon; Secondary: Combat Knife

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).

"Saw Gunner" specialized Gunners (Left branch) 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.

"Machine Gunner" specialized Gunners (Right branch) 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 SAW counterparts.

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 (As of LW2 Version 1.3)

Mouse-over XCOM2 infoIcon custom 1.png for more information.

Rank Ability
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Squaddie
Knife Fighter
* Knife attacks use one action and do not end your turn.
Knife Fighter
You may make a melee attack with your knife against adjacent enemies.
Suppression
* Suppression costs 2 ammo points to use, but has no cooldown. * Suppression will be canceled if the suppressing unit is damaged. * If multiple units suppress a target, the aim penalty will stack. (Note: This information is incorrect as LW2 inherits the properties of suppression not stacking in vanilla, despite vanilla game claiming suppression can stack as well) * May not be used if sniper rifle or shotgun-class weapons are equipped. * Suppression restricts many of the target's abilities, including the use of rockets and grenades.
Suppression
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposes a -25 penalty to the target's aim.
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 stack. (Note: This information is incorrect as LW2 inherits the properties of suppression not stacking in vanilla, despite vanilla game claiming suppression can stack as well) * Suppression restricts many of the target's abilities, including the use of rockets and grenades.
Area Suppression
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.
SAW Gunner Machinegunner
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Lance Corporal
Center Mass
* You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
Center Mass
You do one additional point of base damage when using guns.
Combatives
* You are very likely to parry the first melee attack against you in a turn and counterattack with your combat knife. * Soldier also gains 10 dodge.
Combatives
You may parry melee attacks and counterattack with your combat knife. Also gain +10 dodge.
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.
Grazing Fire
Missed shots with your primary weapon have an additional roll to become a graze.
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Corporal
Flush
* Consumes 1 ammo. * Two-turn cooldown. * +3 bonus to aim. * Cannot crit or apply bonus ammo effects. * Gives -10 defense and -10 dodge for one turn.
Flush
Special shot with a bonus to hit that does little damage but forces target to change position if it hits and gives a penalty to defense and dodge.
Formidable
* Formidable reduces explosive damage taken by 50%. * It grants two points of Ablative HP
Formidable
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
Lockdown
* Gain +15 to hit against enemies who attempt to move when suppressed. * This stacks with other reaction fire bonuses.
Lockdown
Gain +15 to hit against enemies who attempt to move when suppressed.
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Sergeant
Hail of Bullets
* Hail of Bullets requires 5 ammo points and has a 5 turn cooldown.
Hail of Bullets
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
Shredder
* A successful shot with a conventional weapon will shred 1 armor from the target. * More advanced weapons will shred more armor from targets.
Shredder
Your primary weapon attacks shred armor.
Mayhem
* Gain 25% bonus damage against enemies who attempt to move when suppressed.
Mayhem
Gain 25% bonus damage against enemies who attempt to move when suppressed.
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Staff Sergeant
Chain Shot
* Chain Shot requires 2 ammo points, and has a 3 turn cooldown. * Chain Shot can be devastating against non-cover enemies, or when augmented with aim bonuses.
Chain Shot
Take a shot with an aim penalty of -10. If you hit the target, you take another shot on the target automatically.
Iron Curtain
* If this cone-based attack hits, Iron Curtain does half normal damage and imposes -8 mobility to the enemy for two turns. * Three-turn cooldown. * Uses three ammo. * Can be used after moving. * Iron Curtain does not work with shotguns or sniper rifles. * Allies in the cone can be hit by this ability.
Iron Curtain
Special shot that does half damage but reduces target mobility for the following two turns. Cone-based attack with primary weapon.
Demolition
* Demolition requires 5 ammo points and has a 4 turn cooldown. * Demolition does increased environmental damage, and will destroy most cover objects.
Demolition
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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Tech Sergeant
Cyclic Fire
* Special Shot: Fire three shots at a target in a single attack. Requires two actions and all shots have a -15 penalty to aim. * Requires 5 ammo. * Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.
Cyclic Fire
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have aim penalties. Four-turn cooldown.
Danger Zone
* Area Suppression suppresses enemies in a 6-tile radius.
Danger Zone
Area Suppression suppresses enemies in a 5-tile radius.
Cool Under Pressure
* You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Cool Under Pressure
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
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GunnerySergeant
Rupture
* Rupture requires 3 ammo points and has a 3 turn cooldown. * Ruptured targets take 3 additional damage from every attack.
Rupture
A Rupture shot has a large bonus to crit chance and ensures that the target takes an additional +3 damage from all attacks in the future.
Rapid Fire
* Rapid Fire has no cooldown, making it a devastating ability for dealing ranged damage.
Rapid Fire
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability.
Kill Zone
* There is no limit to the amount of Kill Zone shots a soldier can take outside of ammo counts. * Kill Zone utilizes Squadsight, even if the soldier does not have the Long Watch ability. * Kill Zone has a 3 turn cooldown.
Kill Zone
Take a reaction shot against any enemy that moves or attacks within a cone of fire.
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Master Sergeant
Saturation Fire
* Saturation Fire requires 5 ammo points and has a 6 turn cooldown. * Saturation Fire will take a standard shot at every enemy in the cone, and will damage or destroy random cover elements in the cone.
Saturation Fire
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.
Combat Fitness
* Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Combat Fitness
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Traverse Fire
* After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
Traverse Fire
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.


Stat Progression

Rank Health Offense Will Mobility Dodge Hacking
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Squaddie
0 3 4 0 0 0
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Lance Corporal
1 2 4 0 0 0
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Corporal
0 2 0 0 0 0
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Sergeant
0 2 0 0 0 0
XCOM2 rank major.png
Staff Sergeant
1 3 0 0 0 0
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Tech Sergeant
0 2 0 0 0 0
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GunnerySergeant
0 2 0 0 0 0
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Master Sergeant
1 2 0 0 0 0
Total 3 18 8 0 0 0


This class also gains 3 points of strength, though it's not clear what that does.

See Also

XCOM Units in Long War 2
Soldiers: Assault | Grenadier | Gunner | Ranger | Sharpshooter | Shinobi | Specialist | Technical | Psi Operative
SPARK:
Officers