Difference between revisions of "Gunner (LWOTC)"
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− | {{Toc_(LWOTC)|40}}[[File:LW2 class Gunner.png|center|frameless|96px|Gunner|link=]]<div style="text-align: center;">'''''The Gunner is trained to use heavy automatic weapons, able to cover the squad with suppressive fire or inflict significant damage in direct attacks.'''''</div> | + | [[Long_War_of_the_Chosen|Back To Main Page]]{{Toc_(LWOTC)|40}}[[File:LW2 class Gunner.png|center|frameless|96px|Gunner|link=]]<div style="text-align: center;">'''''The Gunner is trained to use heavy automatic weapons, able to cover the squad with suppressive fire or inflict significant damage in direct attacks.'''''</div> |
==Class Overview== | ==Class Overview== | ||
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|Tier1K={{Smoker (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier1K={{Smoker (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1L={{Steady Hands (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier1L={{Steady Hands (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
− | |Tier1M={{ | + | |Tier1M={{Dedicated Suppression (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} |
|Tier1N={{Will To Survive (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier1N={{Will To Survive (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier2A={{Bladestorm (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier2A={{Bladestorm (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
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{{XCOM_Units_Navbar_(LWOTC)}} | {{XCOM_Units_Navbar_(LWOTC)}} | ||
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+ | [[Category:Long War of the Chosen]] | ||
+ | [[Category:Soldiers (LWOTC)| ]] |
Latest revision as of 11:34, 16 December 2023
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 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 imposing 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. |
---|---|---|---|
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 melee weapon. Also gain +10 dodge. |
Missed shots with your primary weapon have an additional roll to become a graze. |
Corporal |
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Gain +20 to hit against enemies who attempt to move when suppressed. |
Sergeant |
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 25% bonus damage against enemies who attempt to move when suppressed. |
Staff Sergeant |
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically. |
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). 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. |
Tech Sergeant |
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have a -15 aim penalty. Has a 3 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 |
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. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. |
Master 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. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
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 |
All melee attacks deal +1 extra damage and have +10 Aim. |
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Critical hits with your primary weapon have a chance to panic the target and nearby enemies. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
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. |
Take a shot with a small aim penalty for a significant damage boost. | |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Your explosives do significantly greater damage to cover objects and other things on the battlefield. |
If you score one or more kills on your turn, you are granted a single bonus move. | |
If you did not attack this turn, hunker down automatically. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
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. |
Equipped medikits have 2 extra charges. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Attack any enemy within blue movement range with your weapon. This attack does not end the turn. | |
Grants 1 free flashbang item to your inventory. |
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target. |
Kills with your primary weapon restore 1 ammo. |
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. |
Gain 40 dodge against attacks within four tiles. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. 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. | |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Gain 5 dodge per enemy you can see, up to a maximum of +30. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Ranged attacks against flanked enemies deal +2 damage. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Makes partial cover count as full. |
Enter overwatch after firing a turn ending standard shot with your primary weapon. | |
Grants one free smoke grenade item to your inventory. |
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon. |
When targeted by enemy fire, automatically fire back with your primary weapon once per turn. |
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. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Take an action after dashing. | |
Taking damage no longer cancels Suppression and Area Suppression. |
This soldier does not trigger overwatch or reaction fire. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Shots fired with your primary weapon pierce 3 armor. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
If you hit with a melee attack during your turn, gain a bonus move. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Stat Progression
Rank | |||||||||
Per Level | Health |
0 | 1 | 0 | 0 | 1 | 0 | 0 | 1 |
Aim |
3 | 2 | 2 | 2 | 3 | 2 | 2 | 2 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
Total | Health |
0 | 1 | 1 | 1 | 2 | 2 | 2 | 3 |
Aim |
3 | 5 | 7 | 9 | 12 | 14 | 16 | 18 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 |
Sample Builds
See Also
XCOM Units in Long War of the Chosen | ||||||||||||||||||||||||||
Starting |
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Unlockable |
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Faction |
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