Gunner (LWOTC)

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

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).

"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.

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

Rank Ability
Squaddie
Squaddie
Knife Fighter
*Knife attacks use one action and do not end your turn.
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 not stack. *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.
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.
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.
SAW Gunner Machinegunner
Lance Corporal
Lance Corporal
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.
Combatives
*You will parry any grazed melee attack against you and counterattack with your melee weapon. *Combatives grant +90 dodge against first melee attack against you in a turn. *Soldier also gains 10 dodge.
You may parry melee attacks and counterattack with your melee weapon. 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.
Missed shots with your primary weapon have an additional roll to become a graze.
Corporal
Corporal
Flush
*Consumes 3 ammo. *Flush has a 3 turn cooldown. *+30 bonus to aim. *Cannot crit or apply bonus ammo effects. *Cannot be used from concealment. *Target loses 10 defense and 30 dodge. The debuff lasts 1 turn.
Special shot with a bonus to hit that does little or no damage but confers defense and dodge penalties and forces target to change position if it hits.
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Lockdown
*Gain +20 to hit against enemies who attempt to move when suppressed. *This stacks with other reaction fire bonuses.
Gain +20 to hit against enemies who attempt to move when suppressed.
Sergeant
Sergeant
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 shotguns or sniper rifles.
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.
Your primary weapon attacks shred armor.
Mayhem
*Gain 25% bonus damage against enemies who attempt to move when suppressed.
Gain 25% bonus damage against enemies who attempt to move when suppressed.
Staff Sergeant
Staff Sergeant
Chain Shot
*Chain Shot requires 2 ammo points. *Chain Shot has a 4 turn cooldown. *Chain Shot can be devastating against non-cover enemies, or when augmented with aim bonuses.
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 50% of normal damage and imposes -8 mobility to the enemy for 2 turn(s). *Iron Curtain has a 3 turn cooldown. *Uses 3 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.
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
Demolition
*Demolition requires 4 ammo points and has a 5 turn cooldown. *Demolition does increased environmental damage, and will destroy most cover objects.
Unleash a volley of bullets at your target's cover, significantly damaging or destroying it. Deals no damage to your target.
Tech Sergeant
Tech Sergeant
Cyclic Fire
*Special Shot: Fire three shots at a target in a single attack. Requires two actions and all shots have a -10 penalty to aim. *Requires 3 ammo. *Cyclic Fire has a 2 turn cooldown. *Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have aim penalties. Has a 2 turn cooldown.
Danger Zone
*Area Suppression suppresses enemies in a 5-tile radius.
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.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Gunnery Sergeant
Gunnery Sergeant
Rupture
*Rupture requires 3 ammo points. *Rupture has a 4 turn cooldown. *Ruptured targets take 3 additional damage from every attack.
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.
Rapid Fire
*Rapid Fire has a 1 turn cooldown.
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
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 4 turn cooldown.
Take a reaction shot against any enemy that moves or attacks within a cone of fire.
Master Sergeant
Master Sergeant
Saturation Fire
*Saturation Fire requires 4 ammo points. *Saturation Fire has a 7 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.
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.
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.
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.

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
Blademaster
*Blademaster deals a bonus +1 damage on every successful melee attack. *Blademaster grants +10 Aim to melee attacks.
All melee attacks deal +1 extra damage and have +10 Aim.
Bladestorm
*If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier. *If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range. *Bladestorm does not trigger on your own turn.
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Apex Predator
*Critical hits with your primary weapon have a chance to panic the target and nearby (within 4 tiles) enemies.
Critical hits with your primary weapon have a chance to panic the target and nearby enemies.
Coup de Grâce
*Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies. *The bonuses are reduced against disoriented enemies.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives.
Deadeye
*Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%. *Deadeye has a 3 turn cooldown. *Works with Snap Shot.
Take a shot with a small aim penalty for a significant damage boost.
Cutthroat
*Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Close and Personal
*Confers +30 critical chance against adjacent targets. *Bonus reduced by 5 for each additional tile of distance from the target, down to 0 at 7 or more tiles.
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
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.
Close Combat Specialist
*Will not trigger if soldier is concealed. *You may shoot at each enemy with this ability once per turn. *Each shot requires 2 ammo.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
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.
Combat Engineer
*More powerful than Sapper by itself, Combat Engineer stacks with Sapper to maximize environmental damage, although either perk alone will still destroy many cover objects. *Combat Engineer also prevents environmental damage from falling off from the center of an explosion, meaning you will destroy objects in a larger area.
Your explosives do significantly greater damage to cover objects and other things on the battlefield.
Implacable
*The Fleche ability cannot be used after gaining a bonus move from Implacable.
If you score one or more kills on your turn, you are granted a single bonus move.
Deep Cover
*Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
If you did not attack this turn, hunker down automatically.
Ever Vigilant
*Ever Vigilant enables an extremely mobile style of play for the soldier. *Any action other than moving will invalidate Ever Vigilant.
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
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.
Close Encounters
*Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. *A red ring will mark the range of this ability. *Close Encounters cannot be used on the same turn as Run and Gun.
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run.
Field Medic
*If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Equipped medikits have 2 extra charges.
Executioner
*Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Lightning Slash
*Attack any enemy within blue movement range with your weapon. *This attack does not end the turn. *Lightning Slash has a 3 turn cooldown.
Attack any enemy within blue movement range with your weapon. This attack does not end the turn.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Fleche
*You can trigger the Fleche ability by placing the movement cursor over an enemy. *A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy. *Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position up to 5 maximum bonus damage.
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.
Lock 'N Load
*Kills with your primary weapon restore 1 ammo.
Kills with your primary weapon restore 1 ammo.
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.
Infighter
*Gain 33 dodge against attacks within four tiles. *Dodge bonus also applies to melee attacks. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 33 dodge against attacks within four tiles.
Fortify
*Activate to grant the soldier +20 defense until the beginning of the soldier's next turn. *Does not cost an action. *Fortify has a 5 turn cooldown.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5 turn cooldown.
Precision Shot
*Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. *Precision Shot has a 4 turn cooldown.
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown.
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.
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 5 dodge per enemy you can see, up to a maximum of +30.
Predator
*Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Salvo
*Soldiers with the Salvo ability are prime candidates for heavy armor.
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Ready For Anything
*Enter overwatch after firing a standard shot with your primary weapon.
Enter overwatch after firing a standard shot with your primary weapon.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
Reposition
*Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon. *Works with Hit and Run.
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon.
Return Fire
*Return Fire will only trigger once per turn. *Return Fire can be triggered by melee attacks and area of effect attacks. *Return Fire will not trigger when targeted by overwatch fire.
When targeted by enemy fire, automatically fire back with your primary weapon once per turn.
Serial
*Serial is meant to chain enemy kills in a single action, as every kill is essentially free. *Every successful kill does result in a reduction to critical hit chance and damage, however. *Serial has a 7 turn cooldown.
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.
Steady Hands
*The Steady Hands bonus does not stack over multiple turns. *Steady Hands doubles down on the need to find a high sniper's nest with good sightlines.
If you did not move last turn, gain +10 Aim and +10 Critical chance.
Resilience
*Enemy attacks against you suffer a -30 penalty to critical hit chances.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
Run and Gun
*Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. *Run and Gun has a 4 turn cooldown.
Take an action after dashing.
Weapon Handling
*Weapon Handling does not affect the aim penalty from Snap Shot.
Reduces the Aim penalty for short-range primary weapon shots by 67%.
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 soldier does not trigger overwatch or reaction fire.
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.
Stiletto
*Shots fired with your primary weapon pierce 3 armor.
Shots fired with your primary weapon pierce 3 armor.
Will To Survive
*Enemy damage is reduced by 1 when in cover and attacked through that cover. *Cover against explosives and other indirect attacks is calculated from the point of the explosion. *Armor piercing effects do not eliminate this bonus. *This unit also permanently gains 5 will. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
Whirlwind
*A soldier can only gain one move per turn with this ability.
If you hit with a melee attack during your turn, gain a bonus move.
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.

Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 1 0 0 1 0 0 1
Aim
Aim
3 2 2 2 3 2 2 2
Will
Will
4 4 0 0 0 0 0 0
Total Health
Health
0 1 1 1 2 2 2 3
Aim
Aim
3 5 7 9 12 14 16 18
Will
Will
4 8 8 8 8 8 8 8

Sample Builds

See Also

XCOM Units in Long War of the Chosen
Starting
XCOM2 rank rookie.png
Soldiers
LW2 class assault.png
Assault
XCOM2 class grenadier.png
Grenadier
LW2 class Gunner.png
Gunner
XCOM2 class ranger.png
Ranger
XCOM2 class sharpshooter.png
Sharpshooter
LW2 class Shinobi.png
Shinobi
XCOM2 class specialist.png
Specialist
LW2 class Technical.png
Technical
Unlockable
XCOM2 class psiop.png
Psi Operative
XCOM2 class spark.png
SPARK
LWOfficers RankFieldCommander.png
Officers
Faction
XCOM2 class reaper.png
Reaper
XCOM2 class skirmisher.png
Skirmisher
XCOM2 class templar.png
Templar