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
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Ability
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Specialist
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Light 'Em UpStandard shots no longer end the turn, if taken as the first action.
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No other bonuses.
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Lance Corporal
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SteadfastNever panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability.
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Covering FireAllows certain reaction shots to trigger on many enemy actions, not just movement (excludes reload, overwatch, and hunker down actions).
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ExecutionerConfers +10 aim and +10 critical chance against targets at or below 50% health.
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+5 Will.
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No other bonuses.
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No other bonuses.
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Corporal
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OpportunistEliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
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AggressionConfers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus.
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+3 Will.
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No other bonuses.
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No other bonuses.
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Sergeant
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DeadeyeConfers +15 aim against flying targets.
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SuppressionFire a barrage that pins down a target, granting Opportunist reaction fire against it if it moves. Imposes a -30 penalty to aim and reduces range of many area-of-effect attacks, including grenades. Also negates overwatch from the target while suppression is active. Lastly, enemy AI prioritizes breaking the suppression by shooting the suppressor, so it functions as a mini-taunt. Not possible with shotguns, sniper rifles, or strike rifles.
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RangerConfers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters.
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No other bonuses.
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No other bonuses.
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No other bonuses
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Tech Sergeant
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Lock N' LoadPrimary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn.
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Sharpshooter+10 critical chance in all situations, +10 Aim against enemies in full cover.
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No other bonuses.
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No other bonuses.
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+2 Aim.
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Gunnery Sergeant
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SentinelAllows two reaction shots during Overwatch, instead of only one.
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Bring 'Em OnConfers 1-4 bonus damage during critical hits (which is then multiplied by 50% due to the critical hit). The damage is higher when more enemies are in view (including squad sight vision). This results in +1.5 dmg for 1-2 enemies, +3 dmg for 3-4 enemies, +4.5 dmg for 5-6 enemies, +6 dmg for 7 or more enemies.
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No other bonuses.
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No other bonuses.
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No other bonuses.
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Master Sergeant
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Extra ConditioningConfers 1-4 bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
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Vital Point TargetingConfers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied.
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Rapid FireTake two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
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+4 Aim, +4 Will, +1 Mobility.
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No other bonuses.
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No other bonuses.
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*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled
Stat Progression
- Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (
1 + rand(6)
).
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.
Sample Builds
Crit Infantry
Perk progression
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- |
Lance Corporal |
Corporal |
Sergeant |
Tech Sergeant |
Gunnery Sergeant |
Master Sergeant
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Perk by tier
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Build Overview
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Stat Boosts |
+6 aim, +4 will, +1 mobility
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Strengths |
massive dmg output
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Weaknesses |
vulnerable until Extra Conditioning, relies somewhat on cover destruction support
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Preferred battle sites |
All
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Most common Loadout |
Aim/crit item(s), Hi Cap Mags
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Power Ranks |
SGT and GSG for dmg, MSG for survivability
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Description |
This build is a very straightforward mid-range damage dealer. Crit stacking guarantees crits on exposed enemies and can even land powerful crits on hardened enemies with a bit of luck. Sharpshooter can be dropped for Lock N’ Load if you prefer having more shots over more consistent crits. Extra Con can be dropped for VPT if you prefer raw damage over survivability and consistency. Rapid Fire can also be taken for maximum potential damage output, but will burn through your ammo at alarming rates if you don’t have Lock N’ Load to feed the gun.
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Strategic Analysis |
Crit Infantry greatly appreciate holo targeting support and cover destruction support from rocketeers, engineers, and Collateral Damage MECs. If possible, try to bring a target down to half hp before shooting to activate Executioner (conveniently this often happens for free while destroying cover, especially in early game). When you get swarmed by several aliens at once, aim for the big guy and let Bring ‘Em On do the rest. One massive crit on a dangerous threat can swing battle tempo in your favor, nevermind two.
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Overwatch Fire Support
Perk progression
|
- |
Lance Corporal |
Corporal |
Sergeant |
Tech Sergeant |
Gunnery Sergeant |
Master Sergeant
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Perk by tier
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|
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Build Overview
|
Stat Boosts |
+4 aim, +4 will, +1 mobility
|
Strengths |
good damage output, overwatch utility/dmg
|
Weaknesses |
vulnerable until Extra Conditioning, somewhat inconsistent due to the nature of overwatch
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Preferred battle sites |
All
|
Most common Loadout |
Aim/crit item(s), Hi Cap Mags
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Power Ranks |
CPL and GSG for overwatching, TSG for consistent ammo availability
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Description |
This build sacrifices some damage potential in exchange for Overwatch utility. Overwatch will lockdown some enemies and kill others who dare to run or act before it. Overwatch shots also have favorable interactions with some enemy mechanics, such as not activating intimidate from Berserkers or the shot reflection of Ethereals. Covering Fire importantly prevents the soldier from being too passive, but can also bait your soldier into taking poor or unhelpful shots. Extra Con can be dropped for VPT if you prefer raw damage over survivability and consistency. Deadeye can be dropped for Ranger if you prefer more damage overall instead of better shots against flyers.
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Strategic Analysis |
Overwatch builds combo exceptionally well with Flush support, especially in conjunction with holo targeting, for good shots that will often crit. Be wary of enemies that don’t care about Overwatch (such as drones) that might distract your infantry from more pressing threats. Also beware of any enemy that might have Lightning Reflexes such as Thin Men and Chryssalids.
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Tank Infantry
Perk progression
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- |
Lance Corporal |
Corporal |
Sergeant |
Tech Sergeant |
Gunnery Sergeant |
Master Sergeant
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Perk by tier
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Build Overview
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Stat Boosts |
+4 aim, +12 will, +1 mobility
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Strengths |
very durable, good and consistent utility
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Weaknesses |
low dmg output, needs indestructible cover to draw aggro from
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Preferred battle sites |
Narrow maps where the risk of being outflanked: roadways and base assaults
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Most common Loadout |
Reinforced armor, other tank items
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Power Ranks |
CPL and MSG for tanking, SGT and TSG for utility
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Description |
Straightforward utility tank build that aims to draw aggro from aliens by suppressing and then survive the potential consequences. Note that bringing a Tank Infantry does not mean you can neglect protective choices on the rest of the squad. The AI considers chance to kill as well as chance to hit, and may pass up an easy shot on the Tank for a less accurate shot on a squadmate that might do a lot more damage in the event it hits. Leaving aside Mechs and SHIVs, this leaves only Assaults as competing main "tanks" or fire magnets. Assaults can get many of the same protective perks as Infantry, get slightly more Health per rank, and can stack defensive items without as much offensive penalty but don't have access to suppression.
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Strategic Analysis |
Tank Infantry are the soldiers you want on the front-line. They should take the half-cover position (unless everyone else visible to the aliens also has full cover) closest to the alien positions (but still at mid-range). Similarly, don't give the Tank Infantry smoke cover unless all other potential targets have equal smoke cover too. It is more important that the cover be indestructible than low/high, as this soldier is vulnerable to cover destruction. Each turn, the soldier should shoot once, and then suppress or Command, if an Officer. They are not expected to do major damage to the enemy: the shot is free and any hit is a bonus. The aim is simply to have a soldier who continues to contribute to the firefight while also providing maximum damage absorption. Finally, Tank Infantry make excellent officers: they get +8 Will from their first two perks and would be good choices for the first Lieutenants you promote. Their battlefield role puts them front and center in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry.
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See also