Gunner (TJ)

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).
"Cannoneer" type Gunners 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.
"Oppressor" type Gunners 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 Cannoneer 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
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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. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression. |
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 | Sentry | Machinegunner | |
Lance Corporal |
You do one additional point of base damage when using guns. |
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge. |
Gain +20 to hit against enemies who attempt to move when suppressed. |
Corporal |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Gain 25% bonus damage against enemies who attempt to move when suppressed. |
Sergeant |
Your primary weapon attacks shred armor. |
Free Action. Stab an adjacent foe with your blade. |
Area Suppression suppresses enemies in a 5-tile radius. |
Staff 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. |
Move to and slice a target. Uses one action and doesn't end the turn but can only be used once per turn. Has a 4 turn cooldown that can be reset by using other knife perks. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Tech Sergeant |
As a free action, reload your weapon. Can be used every 3 turns. |
Gain +3 damage with all melee attacks. |
Suppression abilities additional disables enemy weapons. They will need to reload before they can fire. |
Gunnery Sergeant |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Stab an adjacent foe with a searing blade, inflicting burning. |
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. |
The first time you use Knife Fighter each turn will refund one standard action point. Does not apply to any other knife skills. |
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 10/10/15/20/25/30/35 AP by tier.
| Tier 1 10 AP |
Tier 2 10 AP |
Tier 3 15 AP |
Tier 4 20 AP |
Tier 5 25 AP |
Tier 6 30 AP |
Tier 7 35 AP |
Grants 1 free explosive grenade item to your inventory. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
A crippling knife slash. Applies a permanent -7 movement, -30 aim and -50 dodge debuff. Resets Run and Slice. Has a 3 turn cooldown. |
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching. |
You get an additional 20 Defense and 20 Dodge against attacks by the closest visible enemy while not flanked. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Makes partial cover count as full. |
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. |
This soldier does not trigger overwatch or reaction fire. |
Fire a weapon blast that is guaranteed to hit and destroy the target's cover. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Grants one free smoke grenade item to your inventory. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker. |
Take a shot with your Rifle. If the target is still alive, suppress them. Has a 1 Turn(s) cooldown. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Take an action after dashing. |
All your attacks 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. |
Increases accuracy with all reaction fire by 15. |
Grants an extra utility item slot only usable for ammo. Ammo in this slot will not drain mobility, even if it will be displayed as such in the armory. |
Suppression abilites have a 30% chance to cause enemies to panic. |
Your Suppression and Area Suppression abilities also disorient the primary target. |
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded. |
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses. |
If you did not attack this turn, hunker down automatically. |
All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. This includes tick damage from those effects. |
Reduces Wound Timers by 3 HP. |
Gain +20 aim and +10 crit for successive shots at the same enemy unit. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Kills with your primary weapon restore 1 ammo. |
Attack any enemy within blue movement range with your weapon. This attack does not end the turn. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
All melee attacks deal +1 extra damage and have +10 Aim. |
An attack with your melee weapon that always hits and doesn't end the turn. Can only be used against wounded targets on 3 or less health. |
Viciously stab an adjacent foe, inflicting severe rupture and bleeding. |
It's time for war. This soldier is granted a grenade slot as well as a heavy weapon slot, regardless of armor worn. |
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Missed attacks have an additional roll to become a graze. |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
When in overwatch, you may take two reaction shots. |
Increases damage against organic targets by 30%. |
As a free action, detonate an environmental explosive with a well placed shot. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. Can only be used while concealed. |
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns. |
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. |
Gain +1 damage to your primary weapon attacks for each turn that you do not move. Passive. |
Confers +50% damage against robotic enemies. | |
Gain 40 dodge against attacks within four tiles. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Gain 5 dodge per enemy you can see, up to a maximum of +30. |
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Additional shots fired from Area Suppression no longer cost ammo. |
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 | |