Infantry
The Infantry class borrows elements from vanilla XCOM's Assault and Heavy classes. Their signature ability is Light 'Em Up, which behaves identically to the vanilla Heavy's Bullet Swarm perk.
- 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 Firing with the first action no longer ends turn.
|
No other bonuses.
|
Lance Corporal
|
Covering Fire Allows reaction shots to trigger on enemy attacks, not just movement.
|
Executioner Confers +10 aim and +10 critical chance against targets at or below 50% health.
|
Steadfast Never panics as a result of allies panicking or getting wounded or kill.
|
Provides +3 Aim.
|
No other bonuses.
|
Provides +5 Will.
|
Corporal
|
Gunslinger Confers +1 damage with sidearms and removes the long-range accuracy penalty when firing over 14 meters.
|
Ranger Primary weapons do one additional damage.
|
Opportunist Eliminates the aim penalty on reaction shots and allows reaction shots to cause critical hits.
|
No other bonuses.
|
No other bonuses.
|
Provides +1 Aim.
|
Sergeant
|
Tactical Sense Confers +5 Defense per enemy in sight (max +20).
|
Aggression Confers +10% critical chance per enemy in sight (max +30%).
|
Suppression Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.
|
Provides +1 Mobility.
|
Provides +1 Will, +1 Mobility.
|
Provides +1 Mobility.
|
Tech Sergeant
|
Sharpshooter Bonus +10 Aim against enemies in full cover, crit chance +10% against all targets.
|
Lock N' Load +1 shots/bursts in primary weapon. Reloading as first action no longer ends turn.
|
Will to Survive Reduces all normal damage taken by 1.5 if in cover and not flanked.
|
Provides +3 Aim.
|
No other bonuses.
|
No other bonuses.
|
Gunnery Sergeant
|
Extra Conditioning Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
|
Bring 'Em On Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
|
Sentinel Allows two reaction shots during Overwatch, instead of only one.
|
Provides +2 Aim, +3 Will.
|
No other bonuses.
|
No other bonuses.
|
Master Sergeant
|
Vital Point Targeting Confers 2 bonus damage against targets that have been autopsied.
|
Resillience Confers immunity to critical hits.
|
Rapid Fire Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
|
Provides +3 Aim, +1 Will.
|
Provides +3 Aim, +3 Will, +1 Mobility.
|
No other bonuses.
|
Stat Progression
Rank |
HP at level |
Total HP |
Aim at level |
Total Aim
|
Specialist |
1 |
1 |
5 |
5
|
Lance Corporal |
0 |
1 |
3 |
8
|
Corporal |
0 |
1 |
3 |
11
|
Sergeant |
1 |
2 |
3 |
14
|
Tech Sergeant |
0 |
2 |
3 |
17
|
Gunnery Sergeant |
0 |
2 |
3 |
20
|
Master Sergeant |
1 |
3 |
5 |
25
|
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 assault rifles rather than shotguns, 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. Infantrymen'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 Covering Fire, Opportunist and Sentinel.