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		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=64551</id>
		<title>Gunner (Long War)</title>
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		<updated>2015-05-18T21:17:58Z</updated>

		<summary type="html">&lt;p&gt;Pacll: Added Bullet Wizard build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor-Piercing Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{  Suppression (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{  Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{  Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{  Holo-Targeting (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{  HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{  Advanced Fire Control (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{  Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{  Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{  Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{  Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Ready For Anything (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Danger Zone (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 5(6)|| 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10 || 3(4)|| 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 13 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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 (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAT Gunner&#039;&#039;&#039; — Chases down and kills robots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defence are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Flush&#039;&#039;&#039;. Helps hit flying robots. Lots of utility value for finishing shots on weakened targets and forcing cover-using enemies into the reaction fire of other soldiers.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit (sometimes even a single &#039;&#039;Flush&#039;&#039; hit!) and cause major damage to larger ones despite their damage reduction.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Although not a primary &amp;quot;tanking&amp;quot; unit, this Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximise its range bonuses, so it benefits from this strong defensive perk.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. This rank completes the offensive part of the build: from here on the soldier gets tougher and more reliable, but not significantly more devastating.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Preventing critical hits lets the Gunner be used more aggressively with less risk.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Toughens and improves the Gunner across the board. If you were already happy with the toughness and stats of the soldier, you could take Mayhem instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them.&lt;br /&gt;
&lt;br /&gt;
When no enemy robots are present, HEAT Gunners are still useful, offering a versatile set of tools for controlling or eliminating different enemies: Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximising the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner&#039;s fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The HEAT Gunner is focused on single-target damage, particularly on robotic targets. Swarms of smaller robots can overwhelm him: the rest of the squad needs to be able to handle the smaller ones while the HEAT Gunner deals with the pod leader. He can still contribute against large numbers of cover-using enemies, but no more than many other types of soldier. He is not recommended at all for use against EXALT.&lt;br /&gt;
&lt;br /&gt;
When there &#039;&#039;are&#039;&#039; powerful enemy robots present, to be fully effective the HEAT Gunner requires support from his squadmates: other soldiers should inflict holo-targeting and shredded status effects (and perhaps acid too) on the target to maximise the HEAT Gunner&#039;s hit chance and damage. Other soldiers also have the jobs of finding the targets and protecting the Gunner (smoke, suppression) if he has to move up to a dangerous position to strike.&lt;br /&gt;
&lt;br /&gt;
SAWs have good ammo capacity, but Flush, Suppression and Rapid Fire can burn through it quickly. In prolonged engagements, Gunners can lose critical turns to the need to reload. If enemy robots are known to be present, but not yet involved in the engagement, limit the Gunner&#039;s ammo use to keep some firepower in reserve for the worst contingencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: HEAT Gunners are valuable whenever powerful enemy robots may be encountered. On such missions, if you are not bringing a HEAT Gunner, it&#039;s vital to bring some other source(s) of HEAT Ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: There are many other sources of HEAT Ammo available in Long War: Rocketeers/Engineers with HEAT Warheads; Snipers with Gauss Long Rifles (Precision Shot Snipers can be effective against strong robots with any sniper rifle, in fact); Engineers can get HEAT Ammo (but only at GSGT and their most powerful guns are shotguns or battle rifles and they get only one shot per turn); SHIVs can use a HEAT Ammo item. However, all of these options are less consistent or sustainable, or harder to train or develop, than the HEAT Gunner.&lt;br /&gt;
&lt;br /&gt;
Only the advent of Mechs threatens to challenge the HEAT Gunner&#039;s dominance of the anti-robot role, but Mech suits and troopers are very expensive compared with TSGT Gunners for not that great an improvement in anti-robot firepower (depending on the Mech build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bullet Wizard&#039;&#039;&#039; — Lighting up the enemy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: High Health is preferred. Below average Aim and Mobility are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Causes shredded status on a hit for yet more effective focus-fire.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. The Bullet Wizard will often engage from squadsight range, but can&#039;t rely on this keeping her safe. Suppressors tend to draw fire and the build doesn&#039;t allow for any other defensive perk choices.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Double Tap&#039;&#039;&#039;. Allows the Gunner to inflict holo (and shredded on hits) on two different targets every other turn, or put more fire on a single target, the second shot benefiting from the effects inflicted by the first.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This final perk finally brings the &#039;&#039;magic&#039;&#039; to the Bullet Wizard build. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem&#039;s light damage may be completely absorbed by DR, but if not it can allow for automatic kills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: As well as having great big long-range guns, Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can&#039;t do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Bullet Wizards prefer to use LMG-type move-or-fire weapons, although SAW-types may be preferred on maps where sight-lines are not clear, like Urban Blocks. Heavy armour is preferred, but other soldiers may be higher priority for it as the Bullet Wizard prefers to engage from long range. AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up medikit carrier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units. In addition, the whole build only really comes into its own with the final rank, when shredding can be guaranteed. If the priority is a reliable source of shredding for a single target, there are more accessible options such as Rocketeers, a Flush+Shredder Gunner (CPL), an Engineer with Suppression, Mayhem and Shredder Ammo equipment (TSGT), or an Assault with Shredder Ammo item. SHIVs, Scouts and Engineers are alternative providers for holo-targeting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: Maps with open sight-lines such as small or medium UFOs suit the Bullet Wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Older build advice: not all in-line with current beta perk tree, equipment, etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Gunner&#039;&#039;&#039; - Damage build on early Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for the bonus stats and circumstantial aim/crit bonus.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Double Tap&#039;&#039;&#039; to gain an aimable bonus shot every two turns (especially useful if you&#039;re using HEAT Ammo!). OR &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel, but you don&#039;t choose who eats overwatch fire).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for the bonus Aim and Will; your Gunner should have extremely high aim at this point.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine, medium/light armor for mobility, Alloy Bipod for bonus aim on first shot (also doesn&#039;t subtract mobility), Smartgun kit for accurate overwatch fire, third item situational if available.&lt;br /&gt;
&lt;br /&gt;
Machine Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernaut&#039;&#039;&#039; - Gene-modded CQB-Flank Tank build on Gunners with high base mobility and HP stats, deploy with squads expecting high-aim enemies, on missions with time-sensitive objectives (meld, bomb nodes, turn limits, etc.), particularly before advanced MECs are available.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; for improved survivability; this gunner will draw a lot of fire if used properly, and a flying gunner with tac sense packs an unflankable +60 Defense (+20 TS, +30 Flying, +10 Archangel Armor).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; for double damage potential on low-evasion high-threat targets. Juggernauts will move most turns, making RFA and Double Tap less useful.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; for improved damage reduction when actually injured. &#039;&#039;&#039;Resilience&#039;&#039;&#039; is also an acceptable choice if you find yourself flanked often.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for bonus HP, mobility, aim, and will.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for close-in maneuver warfare, heavy armor for tanking (Archangel is ideal, Titan is good), Chitin Plating OR Reinforced Armor for DR against melee/general DR, third item situational if available. (As of Beta 14, Walker Servos is a shoe-in if available, and will allow Chitin Plating and Reinforced Armor to be used together)&lt;br /&gt;
&lt;br /&gt;
Gene mod Iron Skin (Damage Reduction), Smart Macrophages (Healing more efficient), Secondary Heart (Minimum strategic impact if knocked out mid-battle), and Smart Bone Marrow (Faster Wound Recovery). No core psi talents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Support Gunner&#039;&#039;&#039; - Support build on extra Gunners with low base aim stats, deploy with squads otherwise packing plenty of firepower on missions where large groups of cover-using foes are expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Flush&#039;&#039;&#039; for isolating and killing squad leaders. OR &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; to improve anti-group effectiveness.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; as core perk, allowing other allies to push through increased damage on targets damaged by the gunner. (The debuff lasts several turns, so don&#039;t hesitate to target different groups of enemies to spread the debuff around.)&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; as core perk, allowing suppression and debuffs to be applied against multiple clustered targets (spreads to 2 tiles from primary target).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; to grant increased effectiveness against single low-evasion high-value targets, such as Mechtoids and Sectopods; if both shots hit, the second shot deals increased damage thanks to the Shred effect applied by the first.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for bonus stats and crit immunity; mid-game and late-game single threats are dangerous enough to periodically warrant a direct attack from this soldier.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Mayhem&#039;&#039;&#039; as core perk, causing suppression to deal damage. Any enemy this gunner suppresses is additionally holo-targeted and, barring high DR, also lightly damaged, which in turn shreds their defenses.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for mobility, Heavy armor for safety, Armor Piercing Ammo to confirm mayhem damage through DR, remaining items situational.&lt;br /&gt;
&lt;br /&gt;
No core gene mods or psi abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Perk set: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, &#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;, &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;, &#039;&#039;&#039;Sentinel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This build was created for the mid-game. Equip a &#039;&#039;&#039;Smartgun Kit&#039;&#039;&#039; (eliminates Overwatch Aim Penalty) and an LMG. However it&#039;s still decent at the early game as soon as you get to Ready for Anything, but lacking a Smartgun Kit may cause you to miss a lot of shots.&lt;br /&gt;
&lt;br /&gt;
Now the Covering Fire / Sentinel / Smartgun combo will create a unit adept at hitting units that close into it&#039;s field of fire with massive amounts of overwatch damage. Note this is more useful on maps with little cover (or cover you have destroyed) to force enemies to close with you over a no mans land of open space. Combine this with a scope and elevation bonus and you can expect to hit most shots.&lt;br /&gt;
&lt;br /&gt;
This then leads into a unit which, thanks to the LMG, can fire at targets in squadsight range (Normal + 5 tiles). Since this is always going to be a fire without moving due to LMG restrictions, Ready For Anything will trigger on every normal shot you take, allowing you to kill an approaching enemy then re-establish the Covering/Sentinel/Smartgun overwatch. This is especially useful for picking off &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; enemies who would otherwise neutralise your defensive position.&lt;br /&gt;
&lt;br /&gt;
Finally, you can use the increased range Danger Zone Suppression or Shredder Attacks to offer support to offensive moves.&lt;br /&gt;
&lt;br /&gt;
Specialising in Overwatch, it&#039;s effectiveness drops off in the Late game when more specialised support set-ups become more helpful and more and more enemies carry counter-overwatch perks such as Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Pacll</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=64549</id>
		<title>Gunner (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=64549"/>
		<updated>2015-05-18T20:46:03Z</updated>

		<summary type="html">&lt;p&gt;Pacll: Added HEAT Gunner build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor-Piercing Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{  Suppression (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{  Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{  Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{  Holo-Targeting (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{  HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{  Advanced Fire Control (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{  Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{  Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{  Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{  Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Ready For Anything (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Danger Zone (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 5(6)|| 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10 || 3(4)|| 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 13 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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 (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAT Gunner&#039;&#039;&#039; — Chases down and kills robots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defence are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Flush&#039;&#039;&#039;. Helps hit flying robots. Lots of utility value for finishing shots on weakened targets and forcing cover-using enemies into the reaction fire of other soldiers.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit (sometimes even a single &#039;&#039;Flush&#039;&#039; hit!) and cause major damage to larger ones despite their damage reduction.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Although not a primary &amp;quot;tanking&amp;quot; unit, this Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximise its range bonuses, so it benefits from this strong defensive perk.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. This rank completes the offensive part of the build: from here on the soldier gets tougher and more reliable, but not significantly more devastating.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Preventing critical hits lets the Gunner be used more aggressively with less risk.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Toughens and improves the Gunner across the board. If you were already happy with the toughness and stats of the soldier, you could take Mayhem instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them.&lt;br /&gt;
&lt;br /&gt;
When no enemy robots are present, HEAT Gunners are still useful, offering a versatile set of tools for controlling or eliminating different enemies: Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximising the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner&#039;s fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The HEAT Gunner is focused on single-target damage, particularly on robotic targets. Swarms of smaller robots can overwhelm him: the rest of the squad needs to be able to handle the smaller ones while the HEAT Gunner deals with the pod leader. He can still contribute against large numbers of cover-using enemies, but no more than many other types of soldier. He is not recommended at all for use against EXALT.&lt;br /&gt;
&lt;br /&gt;
When there &#039;&#039;are&#039;&#039; powerful enemy robots present, to be fully effective the HEAT Gunner requires support from his squadmates: other soldiers should inflict holo-targeting and shredded status effects (and perhaps acid too) on the target to maximise the HEAT Gunner&#039;s hit chance and damage. Other soldiers also have the jobs of finding the targets and protecting the Gunner (smoke, suppression) if he has to move up to a dangerous position to strike.&lt;br /&gt;
&lt;br /&gt;
SAWs have good ammo capacity, but Flush, Suppression and Rapid Fire can burn through it quickly. In prolonged engagements, Gunners can lose critical turns to the need to reload. If enemy robots are known to be present, but not yet involved in the engagement, limit the Gunner&#039;s ammo use to keep some firepower in reserve for the worst contingencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: HEAT Gunners are valuable whenever powerful enemy robots may be encountered. On such missions, if you are not bringing a HEAT Gunner, it&#039;s vital to bring some other source(s) of HEAT Ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: There are many other sources of HEAT Ammo available in Long War: Rocketeers/Engineers with HEAT Warheads; Snipers with Gauss Long Rifles (Precision Shot Snipers can be effective against strong robots with any sniper rifle, in fact); Engineers can get HEAT Ammo (but only at GSGT and their most powerful guns are shotguns or battle rifles and they get only one shot per turn); SHIVs can use a HEAT Ammo item. However, all of these options are less consistent or sustainable, or harder to train or develop, than the HEAT Gunner.&lt;br /&gt;
&lt;br /&gt;
Only the advent of Mechs threatens to challenge the HEAT Gunner&#039;s dominance of the anti-robot role, but Mech suits and troopers are very expensive compared with TSGT Gunners for not that great an improvement in anti-robot firepower (depending on the Mech build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Older build advice: not all in-line with current beta perk tree, equipment, etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Gunner&#039;&#039;&#039; - Damage build on early Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for the bonus stats and circumstantial aim/crit bonus.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Double Tap&#039;&#039;&#039; to gain an aimable bonus shot every two turns (especially useful if you&#039;re using HEAT Ammo!). OR &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel, but you don&#039;t choose who eats overwatch fire).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for the bonus Aim and Will; your Gunner should have extremely high aim at this point.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine, medium/light armor for mobility, Alloy Bipod for bonus aim on first shot (also doesn&#039;t subtract mobility), Smartgun kit for accurate overwatch fire, third item situational if available.&lt;br /&gt;
&lt;br /&gt;
Machine Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernaut&#039;&#039;&#039; - Gene-modded CQB-Flank Tank build on Gunners with high base mobility and HP stats, deploy with squads expecting high-aim enemies, on missions with time-sensitive objectives (meld, bomb nodes, turn limits, etc.), particularly before advanced MECs are available.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; for improved survivability; this gunner will draw a lot of fire if used properly, and a flying gunner with tac sense packs an unflankable +60 Defense (+20 TS, +30 Flying, +10 Archangel Armor).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; for double damage potential on low-evasion high-threat targets. Juggernauts will move most turns, making RFA and Double Tap less useful.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; for improved damage reduction when actually injured. &#039;&#039;&#039;Resilience&#039;&#039;&#039; is also an acceptable choice if you find yourself flanked often.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for bonus HP, mobility, aim, and will.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for close-in maneuver warfare, heavy armor for tanking (Archangel is ideal, Titan is good), Chitin Plating OR Reinforced Armor for DR against melee/general DR, third item situational if available. (As of Beta 14, Walker Servos is a shoe-in if available, and will allow Chitin Plating and Reinforced Armor to be used together)&lt;br /&gt;
&lt;br /&gt;
Gene mod Iron Skin (Damage Reduction), Smart Macrophages (Healing more efficient), Secondary Heart (Minimum strategic impact if knocked out mid-battle), and Smart Bone Marrow (Faster Wound Recovery). No core psi talents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Support Gunner&#039;&#039;&#039; - Support build on extra Gunners with low base aim stats, deploy with squads otherwise packing plenty of firepower on missions where large groups of cover-using foes are expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Flush&#039;&#039;&#039; for isolating and killing squad leaders. OR &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; to improve anti-group effectiveness.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; as core perk, allowing other allies to push through increased damage on targets damaged by the gunner. (The debuff lasts several turns, so don&#039;t hesitate to target different groups of enemies to spread the debuff around.)&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; as core perk, allowing suppression and debuffs to be applied against multiple clustered targets (spreads to 2 tiles from primary target).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; to grant increased effectiveness against single low-evasion high-value targets, such as Mechtoids and Sectopods; if both shots hit, the second shot deals increased damage thanks to the Shred effect applied by the first.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for bonus stats and crit immunity; mid-game and late-game single threats are dangerous enough to periodically warrant a direct attack from this soldier.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Mayhem&#039;&#039;&#039; as core perk, causing suppression to deal damage. Any enemy this gunner suppresses is additionally holo-targeted and, barring high DR, also lightly damaged, which in turn shreds their defenses.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for mobility, Heavy armor for safety, Armor Piercing Ammo to confirm mayhem damage through DR, remaining items situational.&lt;br /&gt;
&lt;br /&gt;
No core gene mods or psi abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Perk set: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, &#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;, &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;, &#039;&#039;&#039;Sentinel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This build was created for the mid-game. Equip a &#039;&#039;&#039;Smartgun Kit&#039;&#039;&#039; (eliminates Overwatch Aim Penalty) and an LMG. However it&#039;s still decent at the early game as soon as you get to Ready for Anything, but lacking a Smartgun Kit may cause you to miss a lot of shots.&lt;br /&gt;
&lt;br /&gt;
Now the Covering Fire / Sentinel / Smartgun combo will create a unit adept at hitting units that close into it&#039;s field of fire with massive amounts of overwatch damage. Note this is more useful on maps with little cover (or cover you have destroyed) to force enemies to close with you over a no mans land of open space. Combine this with a scope and elevation bonus and you can expect to hit most shots.&lt;br /&gt;
&lt;br /&gt;
This then leads into a unit which, thanks to the LMG, can fire at targets in squadsight range (Normal + 5 tiles). Since this is always going to be a fire without moving due to LMG restrictions, Ready For Anything will trigger on every normal shot you take, allowing you to kill an approaching enemy then re-establish the Covering/Sentinel/Smartgun overwatch. This is especially useful for picking off &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; enemies who would otherwise neutralise your defensive position.&lt;br /&gt;
&lt;br /&gt;
Finally, you can use the increased range Danger Zone Suppression or Shredder Attacks to offer support to offensive moves.&lt;br /&gt;
&lt;br /&gt;
Specialising in Overwatch, it&#039;s effectiveness drops off in the Late game when more specialised support set-ups become more helpful and more and more enemies carry counter-overwatch perks such as Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Pacll</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=64545</id>
		<title>Infantry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=64545"/>
		<updated>2015-05-18T19:41:11Z</updated>

		<summary type="html">&lt;p&gt;Pacll: Added Tank Infantry build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Class Infantry (Long War).png|left|frame|64px|Infantry]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from vanilla XCOM&#039;s Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which behaves identically to the vanilla Heavy&#039;s Bullet Swarm perk.&lt;br /&gt;
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:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None&lt;br /&gt;
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== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Light Em Up (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Suppression (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Sharpshooter (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6 || 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 9 || 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 12 || 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 15 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 3 || 18 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 21 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
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* 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 (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
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== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
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Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;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&#039;s designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen&#039;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&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
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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 &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Opportunist&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;.&lt;br /&gt;
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== Sample Builds ==&lt;br /&gt;
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&#039;&#039;&#039;Team Leader/Crit Infantry&#039;&#039;&#039; - Gene-modded direct attack build on early Infantry with balanced stats or particularly high aim, deploy with most squads on missions with low-moderate enemy counts. Also makes great officer material due to heavy reliance on primary weapon. &lt;br /&gt;
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At Lance Cpl: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for confirming kills. Periodically, you may want to grab &#039;&#039;&#039;Steadfast&#039;&#039;&#039; instead for your first officer candidate if they have low will, or for officers you plan on having babysit low-level troops.&lt;br /&gt;
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At Corporal: &#039;&#039;&#039;Aggression&#039;&#039;&#039; for confirming kills. OR &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; if the trooper has low mobility and thus can&#039;t always exploit full cover.&lt;br /&gt;
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At Sergeant: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for up to 2 additional damage per turn. Pistols don&#039;t deal enough damage (especially early on) to usually justify boosting for infantry, and most of your shots won&#039;t be from Overwatch.&lt;br /&gt;
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At Tech Sgt: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; for bonus overall crit chance and for confirming kills on full-cover targets. OR &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; on early officers when you don&#039;t have many ammo upgrades, although reloading provides a great excuse to change cover!&lt;br /&gt;
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At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for the protection of the officer, especially if running the combat rush genemod over secondary heart. OR &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; to help confirm kills when first fight a pod.&lt;br /&gt;
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At Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; if you&#039;re grooming a future Field Commander officer for the extra 4 will. OR &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; If you&#039;re happy with the infantry&#039;s movement and will and would rather increase potential damage by a further 4/turn.&lt;br /&gt;
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Equip completed build with: Heavy Rifle weapons for bonus damage and clip size. Archangel armor (Aegis beforehand) for mobility and cover-agnosticism (getting a reliable +20% accuracy, while ensuring no melee or flanking attacks, is great!). Scope and Laser sight to counter Heavy Rifle aim penalty; situational third item if available.&lt;br /&gt;
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No core psi talents. Take Neural Dampening (psi training impossible/undesirable on this build anyway), Depth Perception (even better flying aim), Adrenal Neurosympathy (kill things early in a fight to improve the efficiency of rest of squad), either skin mod, and Adaptive Bone Marrow (reduced wound time great for officers).&lt;br /&gt;
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&#039;&#039;&#039;Fire Support&#039;&#039;&#039; - Overwatch Control/Support build on infantry with at least good base aim (especially those with high mobility). Deploy in squads that use a different class as the officer, on missions with large numbers of enemies expected (Transports, base assaults, terror missions, etc.).&lt;br /&gt;
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At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; as a core perk, increasing overall aim and overwatch efficiency.&lt;br /&gt;
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At Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; as a core perk, making overwatch shots on grounded moving targets strictly better than standard shots (target doesn&#039;t get cover), and all other overwatch shots equivalent.&lt;br /&gt;
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At Sergeant: &#039;&#039;&#039;Suppression&#039;&#039;&#039; is ok if you lack other troops with good suppression builds, since you&#039;ll get a guaranteed opportunist reaction shot if the target takes any action, but very ammo intensive (2 shots for suppression, 3rd for reaction shot). &#039;&#039;&#039;Ranger&#039;&#039;&#039; will increase the damage output and help increase the odds a reaction shot will be a kill shot.  &#039;&#039;&#039;Deadeye&#039;&#039;&#039; could be a solid choice for helping to deal with Floaters, Drones and Cyberdiscs.&lt;br /&gt;
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At Tech Sgt: &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; as a core perk, allowing at least two shots per turn regardless of ammo state once Sentinel is unlocked.&lt;br /&gt;
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At Gun Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; as a core perk, allowing three shots per turn when firing as first action, two shots after a move/reload.&lt;br /&gt;
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At Master Sgt: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; is acceptable if you are content with your trooper&#039;s will and mobility and are ok with potentially losing them to a crit.  &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for the added stats will help with survivability and mobility if these are lackluster by this point and the extra 4/dpt is negligible for your squad makeup.&lt;br /&gt;
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Equip completed build with: Heavy Rifle weapons for bonus damage and clip size (standard rifles are fine too, especially if you take vital point targeting at MSGT). Archangel for mobility/toughness (Aegis armor over Titan beforehand). SCOPE and laser sight/neural gunlink to cancel Heavy Rifle penalties or augment a standard rifle pick (latter resulting in extremely accurate reaction fire, enough to give any alien pause before trying to move). Situational third item if available.&lt;br /&gt;
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Support/passive Psi talents recommended (Inspiration, Feedback, etc.), as you&#039;ll mostly rank up psi for the ability to safely use neural gunlink late in progression, and will be overwatching at end of most turns with enemy contact. No core gene mods, apart from one of the eye mods if available.&lt;br /&gt;
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&#039;&#039;&#039;Tank Infantry&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Suitable Recruits&#039;&#039;: Unlike many Infantry, this build does not focus on taking regular shots, so high Aim is not so important. High Will is good as these troops make excellent officers. Above average Mobility will help with all the heavy gear they tend to take. High Health is preferred. Defence can be a dump stat as the idea is to attract fire to these soldiers and absorb it, not be impossible to hit in the first place.&lt;br /&gt;
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LCPL: &#039;&#039;&#039;Steadfast&#039;&#039;&#039;. Since this unit is designated to be the one most likely to be shot and hit, preventing panic on it not only stops its own panic, but cuts off panic chains (where other soldiers panic at each other&#039;s wounds, death and panic) at the source. Make the Infantry an Officer and the whole squad can get the benefit of the +5 Will bonus too, reducing the threat of enemy psi and intimidate.&lt;br /&gt;
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CPL: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Key perk which lets the whole build function. Added to the DR from cover, the soldier can prevent the first 2 or 3 points of damage from each hit. Other sources of DR (e.g., officer bonus, Titan Armour, Iron Skin, Reinforced Armour) can make the unit immune to anything short of critical hits and/or heavy weapons fire. On top of this is a further +3 Will.&lt;br /&gt;
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SGT: &#039;&#039;&#039;Suppression&#039;&#039;&#039;. Suppressors get fired at a lot, but this soldier is designed to be fired at. Unless there&#039;s an opportunity to end the engagement, Tank Infantry should be suppressing the biggest threat (or the second biggest threat if a Gunner is also suppressing) in every turn of combat.&lt;br /&gt;
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TSGT: &#039;&#039;&#039;Lock &#039;N&#039; Load&#039;&#039;&#039;. Lets the Infantry maintain continual suppression and not miss a turn of effective action.&lt;br /&gt;
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GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Rounds out the tank build by preventing critical hits, reducing the threat from flanking attacks and destroyed cover too (the big weakness of Will to Survive only).&lt;br /&gt;
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MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Makes for a nigh-indestructible soldier — as long as the rest of the squad doesn&#039;t abandon her. If you were already happy with the toughness and stats of your soldier, you could take Vital Point Targeting instead.&lt;br /&gt;
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&#039;&#039;Role&#039;&#039;: XCOM players know that firefights — multi-turn exchanges of fire between two sets of cover positions — are to be avoided at all costs. Use Snipers, use explosives, use flanks, use recon and ambush, use everything you&#039;ve got to avoid getting stuck in firefights, where the aliens&#039; raw power and special abilities favour them in the battle of attrition, while another pod could join the fun at any moment.&lt;br /&gt;
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However, if a firefight &#039;&#039;does&#039;&#039; happen, 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&#039;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 &#039;&#039;indestructible&#039;&#039; than low/high, as this soldier is vulnerable to cover destruction: the grenade itself won&#039;t do much damage, but will expose it to further shots against which it will have much less DR.&lt;br /&gt;
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Each turn, the soldier should shoot once, and then suppress (they can also shoot and hunker down, shoot and reload, shoot and heal, etc, as needed). 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.&lt;br /&gt;
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A Tank Infantry will usually be the easiest target for the enemy to hit, and may also attract attention because it is suppressing. Some of these shots are expected to hit, but the damage taken will be greatly reduced by the various sources of DR.&lt;br /&gt;
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&#039;&#039;Gear&#039;&#039;: Tank Infantry should be equipped with a Heavy/Battle Rifle: usually, the soldier will only take the single free shot from Light &#039;Em Up each turn, so the penalty on shots after acting is not a problem, and the extra damage is welcome. They should wear the heaviest armour available, Reinforced Armour and another defensive item(s) to taste (Plating, Medikit, Respirator).&lt;br /&gt;
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&#039;&#039;Limitations&#039;&#039;: The Tank Infantry&#039;s weaknesses include lack of mobility (heavy armour and equipment) and lack of firepower. It is the job of the rest of the squad to find the enemy threat and neutralise it. The Tank Infantry is there to weather the worst of the storm until it&#039;s over. Vitally, other soldiers must eliminate enemies, such as seekers and floaters, that threaten to flank the Tank Infantry, eliminating its cover and Will to Survive defence. Tank Infantry is not the right choice for all situations: since its offensive capacity is limited, Tank Infantry can sometimes &#039;&#039;cause&#039;&#039; there to be a prolonged firefight when a more aggressively trained/equipped soldier could have helped end the threat before it began.&lt;br /&gt;
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&#039;&#039;Suitable Maps&#039;&#039;: Tank Infantry perform well on Roadway maps: lots of cars means lots of indestructible half-cover for both sides. They are also invaluable whenever heavy resistance is expected and the quality of available cover may be poor.&lt;br /&gt;
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&#039;&#039;Other Notes&#039;&#039;: 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 &#039;&#039;kill&#039;&#039; 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.&lt;br /&gt;
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Other classes are also capable of &amp;quot;tanking&amp;quot;. Gunners are a common choice, but do not have Steadfast, and lack Lock &#039;N&#039; Load for maintaining indefinite Suppression. Engineers are unsuitable as they can only get Will to Survive &#039;&#039;or&#039;&#039; Suppression (and lack Steadfast or LNL). Rocketeers can get Will to Survive and (Mayhem!) Suppression, but this means passing up improvements to the rockets that are their main feature (and they lack Steadfast or LNL). Medics, Scouts and Snipers all lack the essential Will to Survive.&lt;br /&gt;
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Leaving aside Mechs and SHIVs, this leaves only Assaults as competing main &amp;quot;tanks&amp;quot; or fire magnets. Assaults can get many of the same protective perks as Infantry — Steadfast, Will to Survive, Resilience, Extra Conditioning — and get more Health per rank. Assaults make good tanks in unpredictable situations, but contribute less in bogged down cover-to-cover firefights where all the enemy is in the same direction: they lack Light &#039;Em Up to take a free shot (except when it&#039;s possible to use H&amp;amp;R or CE), they cannot suppress and don&#039;t have LNL to sustain continual fire.&lt;br /&gt;
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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 centre in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry.&lt;br /&gt;
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==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Pacll</name></author>
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