Gunner (LWR)

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  Gunner

The Gunner class is a support fire specialist, capable of wielding the largest automatic weapons in XCOM's arsenal to either inflict heavy damage, or lock down and debuff hostiles.

Primary Weapon: SAWs, LMGs, Assault Rifles, Carbines, SMGs.
Secondary Weapon: None.
Class-Limited items:


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Suppression
Suppression
Pin [no reaction fire, -30 aim, -1 AP, -50% AoE range, x2 scatter] non-melee targets down. Breaks with an opportunist reaction shot with -50% weapon damage if the target acts or moves. Reaction shots ignore cover def and cannot crit. Requires 2 ammo, and uses the 2nd ammo if a reaction shot was triggered. Not possible with shotguns, sniper rifles, or strike rifles. 1 turn cooldown..
RANK CORPORAL.png
Lance Corporal
Will To Survive
Will To Survive
Grants +30% DR and -10 defense when protected by cover, 30% reduced injury time, and Steadfast
Steadfast
Steadfast
Grants Immunity to panic (except from flames or psionics) and reduces the chance to be hit by psionic attacks and overpower by 20%.
Sentinel
Sentinel
Allows 2 reaction shots during overwatch. Grants Opportunist.
Opportunist
Opportunist
Reaction shots ignore DR from cover and can crit.
Mayhem
Mayhem
Grants +1 damage to suppression, +20% weapon damage to rockets, +50% weapon damage to flush and grenades, and +100% weapon damage to sniper and strike rifles.
RANK SERGEANT.png
Corporal
Penetrator
Penetrator
The primary weapon gains +2 penetration.
Regen Biofield
Grit
Grants +1 DR, +1 armor HP, and %DR equal to half of the %HP lost.
Shredder
Shredder
Primary weapons Shred [+1 damage received and nullifies DR from being hardened] any unit they damage for the remainder of the battle.
RANK LIEUTENANT.png
Sergeant
Double Tap
Double Tap
Allows shooting twice with the primary weapon. 1 turn cooldown. Non-reaction shots fired at 2 AP gain +15 aim.
Ready For Anything
Ready For Anything
At the end of each turn, if this unit is idle and has ammo, overwatch activates.
Holo Rounds
Holo Rounds
Grants +1 damage against mechanical units. Shooting or suppressing enemies marks them, preventing concealment/stealth and granting +20 aim to all shots at them for the next 3 turns.
RANK CAPTAIN.png
Tech Sergeant
Critical System Targeting
Critical System Targeting
Shots against autopsied mechanical units deal 50% more damage.
RANK MAJOR.png
Gunnery Sergeant
Tenacious Defense
Tenacious Defense
Grants +3 armor HP. Grants +40% crit resistance when protected by cover.
Bring 'Em On
Bring 'Em On
Grants the primary weapon +0.5 damage per enemy in sight.
First Aid
First Aid
For soldiers: Grants 1 medikit and all equipped medikits receive an additional use.
For MECs: Restorative Mists receive +2 charges.
For Both: Reduces injuries sustained during battle by 1 HP on all soldiers (multiple instances stack).
RANK COLONEL.png
Master Sergeant
Extra Conditioning
Extra Conditioning
Grants +2 armor health, +0.6 mobility, and reduces fatigue times by 20%.
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP.


Stat Progression

Tactical Advice

Role: Medium Range Offense / Offensive Support

The Gunner is mostly unchanged from vanilla. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW Gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG Gunners will be more interested in offense.

Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including Holo Rounds and Shredder and of course Suppression. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE using an LMG, apply Holo Rounds on those targets, make it inflict damage with Mayhem, and thus shred them with Shredder. Some strong offensive perks are also available in Double Tap, Penetrator and Critical System Targeting.

Sample Builds

Damage/Tank Gunner

The aim of this build is to focus the Gunner on being able to dish out powerful damage while being able to tank incoming fire. The SAW deals 150% base damage, and has a large pool of ammo to draw on, this grants the Gunner the ability to deal significant damage and be able to constantly fire.

Penetrator not only helps the Gunner be able to effectively punch through enemy mechanical armour, but also helps in punching through cover defence which can help against certain aliens such as Mutons. Double Tap gives the Gunner more ability to lay out significant fire per turn. Will to Survive, Tenacious Defence and Extra Conditioning grant this Gunner a signficant boost to their survivability and help them tank damage, however TD and EC only come online for high ranked Gunners.

Sample Damage/Tank Build: Will To Survive -> Penetrator -> Double Tap -> Critical System Targeting -> Tenacious Defense -> Extra Conditioning.

Recommended Equipment: SAW, Scope, Ceramic/Alloy Plate

Debuffer Gunner

A Debuff build focuses on making the Gunner provide effective debuffs to hostile targets to allow other Squad members to provide more accurate and damaging fire, it also allows the Gunner to be able to deliver reliable, albeit minor, damage if needed. The Debuffer Gunner can also provide effective Supressive fire on troublesome hostile targets. The LMG is a heavier weapon to wield, incurring mobility and accuracy penalties, however it deals 175% base damage, thus making it very effective for a support debuffer Gunner who relies more on suppressing the enemy.

Mayhem guarantees a small amount of damage on a target via surpression, which scales with weapon tech, this ensures you can guarantee apply debuff Shredder on a target, this can be combined with the Flush ability to grant +20 aim bonus to a shot and deal near comparable damage to a regular shot. Shredder is an effective way to remove damage resistance from hostile targets and provide overall bonus damage to anyone else engaging the target. Holo Rounds ensures allies will have a better chance to hit the target. Tenacious Defence provides a survivability buff while Lock N' Load helps keep the Gunner shooting.

Sample Debuffer Build: Mayhem -> Shredder -> Holo Rounds -> Critical System Targeting -> Tenacious Defense -> Lock N' Load.


Recommended Equipment: LMG, Hi Cap Mags.

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s