Difference between revisions of "Gunner (LW2)"

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'''Gunners are the key to achieving fire superiority in a gunfight, burying enemy positions under both suppressive and effective fire from their Cannons.'''
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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
 
Gunner: Primary: Cannon; Secondary: Combat Knife

Revision as of 07:57, 28 January 2017

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

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

Rank Ability
Squaddie
Squaddie
Knife Fighter
You may make a melee attack with your knife against adjacent enemies.
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
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 when using guns.
Combatives
You may parry melee attacks and counterattack with your combat knife. Also gain +10 dodge.
Grazing Fire
Missed shots with your primary weapon have an additional roll to become a graze.
Corporal
Corporal
Hail of Bullets
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
Shredder
Your primary weapon attacks shred armor.
Lockdown
Gain +15 to hit against enemies who attempt to move when suppressed.
Sergeant
Sergeant
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.
Iron Curtain
Special shot that does half damage but reduces target mobility for the following two turns. Cone-based attack with primary weapon.
Demolition
Unleash a volley of bullets at your target's cover, significantly damaging or destroying it. Deals no damage to your target.
Staff Sergeant
Staff Sergeant
Chain Shot
Take a shot with an aim penalty of -10. If you hit the target, you take another shot on the target automatically.
Formidable
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
Mayhem
Gain 25% bonus damage against enemies who attempt to move when suppressed.
Tech Sergeant
Tech Sergeant
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 5-tile radius.
Cool Under Pressure
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Gunnery Sergeant
Gunnery Sergeant
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.
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.
Traverse Fire
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
Master Sergeant
Master Sergeant
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.
Combat Fitness
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Kill Zone
Take a reaction shot against any enemy that moves or attacks within a cone of fire.

Stat Progression

Rank Health Offense Will Mobility Dodge Hacking
Squaddie 0 3 4 0 0 0
Lance Corporal 1 2 4 0 0 0
Corporal 0 3 0 0 0 0
Sergeant 0 2 0 0 0 0
Staff Sergeant 1 3 0 0 0 0
Tech Sergeant 0 2 0 0 0 0
Gunnery Sergeant 0 3 0 0 0 0
Master Sergeant 1 2 0 0 0 0
Total 3 20 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
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