Infantry (LWR)
The Infantry class borrows elements from the Assault and Heavy classes. Their signature ability is Light 'Em Up, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.
- Primary Weapon: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
- Class-Limited items: None.
Abilities
Rank | Ability | |||
---|---|---|---|---|
Specialist |
Light 'Em Up
Standard shots cost only 1 AP and gain both +5 aim and +1 damage for each instance of damage their target took this turn. | |||
{{{SpecialistE1}}} | ||||
Lance Corporal |
Will To Survive
Increases DR of partial cover to 55% and full cover to 65% but grants 15 less defense. Grants +3 armor HP and Steadfast. Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%. |
Sentinel
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist. Opportunist
Reaction shots gain +20 aim and can critically hit. |
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Makes destructive grenades and launchers weightless. | |
{{{LCorporalE1}}} | {{{LCorporalE2}}} | {{{LCorporalE3}}} | ||
Corporal |
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Snapshot
Shooting will not trigger reaction fire. If this unit has not moved this turn, shots gain a 20% chance to cost 0 AP. |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. | |
{{{CorporalE1}}} | {{{CorporalE2}}} | {{{CorporalE3}}} | ||
Sergeant |
Tenacious Defense
Grants +3 armor HP. Grants +20% crit resistance when protected by cover. |
Bullseye
Grants +25 aim and crit if shooting at 2AP. Grants +25 aim and crit to shots against targets that are suppressing or on overwatch. |
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately. Doubles shred application from suppression. | |
{{{SergeantE1}}} | {{{SergeantE2}}} | {{{SergeantE3}}} | ||
Tech Sergeant |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty and reloading costs only 1 AP. |
{{{TechSgt2}}} | {{{TechSgt3}}} | |
{{{TechSgtE1}}} | {{{TechSgtE2}}} | {{{TechSgtE3}}} | ||
Gunnery Sergeant |
Suppression
Suppress [Pinned if protected by cover, suppressive fire if not, no reaction fire, -35 aim, -35% mobility/ability range] targets. Breaks with suppressive fire if the target acts. Requires 2 ammo, and uses the 2nd ammo if the suppression breaks with suppressive fire. 2 turn cooldown. |
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets. |
Vital Point Targeting
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens. | |
{{{GunSgtE1}}} | {{{GunSgtE2}}} | {{{GunSgtE3}}} | ||
Master Sergeant |
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. Grants +2 HP to healing from Restorative Mists. |
{{{MSgt3}}} | |
{{{MSgtE1}}} | {{{MSgtE2}}} | {{{MSgtE3}}} |
Stat Progression
Tactical Advice
Role: Medium Range Offense
Infantry are mid-range damage dealers. They can fire twice per turn if they don't move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with rifles and carbines, rather than shotguns or SMGs, which are more position dependent - if you want a more mobile soldier who's designed for mobility and getting flanks, look to the Assault class. The Infantry's ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry's ammunition, as it can run out very quickly.
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in Sentinel, and Lock n' Load, and Ranger.