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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: Assault Rifles, Carbines, SMGs, Battle Rifles, Shotguns
- Secondary Weapon: Sidearm
Abilities
Rank
|
Ability
|
Specialist
|
Light 'Em Up Firing with the first action no longer ends turn.
|
No other bonuses.[Verify?]
|
Lance Corporal
|
Covering Fire Overwatch reaction can trigger on enemy attack; does not work with suppression.
|
Executioner Aim and crit chance against low health targets +10.
|
Steadfast Immune to panic, except Psi Panic.
|
Aim +3
|
'
|
Will +5
|
Corporal
|
Opportunist Reaction shots no longer suffer aim penalty and are allowed to crit.
|
Gunslinger Confers 1 bonus damage with sidearms and removes the long-range accuracy penalty when firing over 14 meters.
|
Ranger +1 damage with primary weapon.
|
'
|
Aim +1
|
'
|
Sergeant
|
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.
|
Aggression Confers +10% critical chance per enemy in sight (max +30%).
|
Tactical Sense Confers +5 Defense per enemy in sight (max +20).
|
Mob +1
|
Will +1, Mob +1
|
Mob +1
|
Tech Sergeant
|
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.
|
Sharpshooter Bonus +10 Aim against enemies in full cover, crit chance +10% against all targets.
|
'
|
'
|
Aim +3
|
Gunnery Sergeant
|
Sentinel Allows two reaction shots during Overwatch, instead of only one.
|
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).
|
'
|
Aim +2, Will +3
|
'
|
Master Sergeant
|
Rapid Fire Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
|
Resillience Confers immunity to critical hits.
|
Vital Point Targeting Confers 2 bonus damage against targets that have been autopsied.
|
'
|
Aim +3, Will +3, Mob +1
|
Aim +3, Will +1
|
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.