Difference between revisions of "Gunner (LW2)"
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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. | 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 == | + | == Abilities (As of LW2 Version 1.2) == |
{{Class Tree (LW2) | {{Class Tree (LW2) | ||
|Squaddie1={{Knife Fighter (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Squaddie1={{Knife Fighter (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
Revision as of 10:59, 11 April 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 (As of LW2 Version 1.2)
Mouse-over for more information.
Rank | Ability | ||
Squaddie |
You may make a melee attack with your knife against adjacent enemies. |
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. |
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. |
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SAW Gunner | Machinegunner | ||
Lance Corporal |
You do one additional point of base damage when using guns. |
You may parry melee attacks and counterattack with your combat knife. Also gain +10 dodge. |
Missed shots with your primary weapon have an additional roll to become a graze. |
Corporal |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
Your primary weapon attacks shred armor. |
Gain +15 to hit against enemies who attempt to move when suppressed. |
Sergeant |
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. |
Special shot that does half damage but reduces target mobility for the following two turns. Cone-based attack with primary weapon. |
Unleash a volley of bullets at your target's cover, significantly damaging or destroying it. Deals no damage to your target. |
Staff Sergeant |
Take a shot with an aim penalty of -10. If you hit the target, you take another shot on the target automatically. |
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks. |
Gain 25% bonus damage against enemies who attempt to move when suppressed. |
Tech Sergeant |
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have aim penalties. Four-turn cooldown. |
Area Suppression suppresses enemies in a 5-tile radius. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Gunnery Sergeant |
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. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability. |
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action. |
Master Sergeant |
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. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. |
Stat Progression
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 |
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Unlockable |
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