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Gunner (TJ)

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Gunner
Gunner
The Gunner is trained to use heavy automatic weapons, able to cover the squad with suppressive fire or inflict significant damage in direct attacks.

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.

Differences From LWOTC

The gunner in Ted Jam looks at first glance to be largely unchanged, as it retains a direct fire tree and a suppression tree. However, the center tree has been reworked to be a functional knife tree and several strong perks are available much sooner. The gunner has been given access to:

  • Several new melee perks, including Bladestorm and Run and Slice.
  • Earlier access to Cyclic Fire at the cost of no access to Chain Shot.
  • New perks: Improvise Frag Grenade and Heavy Hitter to enhance both their endurance on long missions and their damage potential.

LCPL: Grazing Fire to Terrifying Suppression
CPL: Flush to Bladestorm
SGT: Hail of Bullets to Shank Redemption
SSGT: Chain Shot, Demolition, & Danger Zone to Cyclic Fire, Ventilate, and Cool Under Pressure
TSGT: Cyclic Fire, Iron Curtain, & Cool Under Pressure to Nimble Hands, Bloody Knuckles, & Danger Zone
MSGT: Combat Fitness to Run And Slice


Rank LWOTC Ability New Ability
Squaddie
Squaddie
No change
Lance Corporal
Lance Corporal
Grazing Fire
* Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze. * This effect occurs after normal hit-miss-graze processing. * Targets with a dodge score subtract that score from the ability's success chance.
Missed attacks have an additional roll to become a graze.
to
Terrifying Suppression
* Suppression abilites have a 30% chance to cause enemies to panic.
Suppression abilites have a 30% chance to cause enemies to panic.
Corporal
Corporal
Flush
* Flush has a 3 turn cooldown. * +30 bonus to aim. * Damage is reduced by 50% * Cannot crit or apply bonus ammo effects. * Cannot be used from concealment. * Target loses 10 defense and 30 dodge. The debuff lasts 1 turn and can stack. Requires the target to be hit to be affected.
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits.
to
Bladestorm
*If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier. *If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range. *Bladestorm does not trigger on your own turn.
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
Sergeant
Sergeant
Hail of Bullets
*Hail of Bullets requires 3 ammo points. *Hail of Bullets has a 5 turn cooldown. *Hail of Bullets does not work with sniper rifles.
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
to
Shank Redemption
* The first time you use Knife Fighter each turn will refund one standard action point. Does not apply to any other knife skills.
The first time you use Knife Fighter each turn will refund one standard action point. Does not apply to any other knife skills.
Staff Sergeant
Staff Sergeant
Chain Shot
* Chain Shot requires 2 ammo points. * Chain Shot has a 3 turn cooldown. * Chain Shot has a -10 aim penalty. * Chain Shot can be devastating against non-cover enemies, or when augmented with aim bonuses.
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically.
to
Cyclic Fire
* Special Shot: Fire three shots at a target in a single attack. Requires two actions and all shots have a -15 penalty to aim. * Requires 3 ammo. * Cyclic Fire has a 3 turn cooldown. * Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.
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.
Demolition
*Demolition requires 3 ammo points and has a 5 turn cooldown. *Demolition does increased environmental damage, and will destroy most cover objects.
Unleash a volley of bullets at your target's cover, significantly damaging or destroying it. Deals no damage to your target.
Ventilate
* Always hits, but cannot crit. * Costs 3 ammo. * 4 turn cooldown.
Fire a weapon blast that is guaranteed to hit and destroy the target's cover.
Danger Zone
*Area Suppression suppresses enemies in a 5-tile radius.
Area Suppression suppresses enemies in a 5-tile radius.
Cool Under Pressure
*You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Tech Sergeant
Tech Sergeant
Cyclic Fire
* Special Shot: Fire three shots at a target in a single attack. Requires two actions and all shots have a -15 penalty to aim. * Requires 3 ammo. * Cyclic Fire has a 3 turn cooldown. * Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.
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.
to
Nimble Hands
* As a free action, reload your weapon. Can be used every 3 turns.
As a free action, reload your weapon. Can be used every 3 turns.
Iron Curtain
*If this cone-based attack hits, Iron Curtain does 50% of normal damage and imposes -8 mobility to the enemy for 2 turn(s). *Iron Curtain has a 3 turn cooldown. *Uses 3 ammo. *Can be used after moving. *Iron Curtain does not work with shotguns or sniper rifles. *Allies in the cone can be hit by this ability.
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
Bloody Knuckles
* This affects ALL melee attacks, including but not limited to attacks with a knife, sword, ripjack, or bayonet, and attacks that don't rely on a weapon such as Bull Rush.
Gain +3 damage with all melee attacks.
Cool Under Pressure
*You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Danger Zone
*Area Suppression suppresses enemies in a 5-tile radius.
Area Suppression suppresses enemies in a 5-tile radius.
Gunnery Sergeant
Gunnery Sergeant
No change
Master Sergeant
Master Sergeant
Combat Fitness
*Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
to
Run And Slice
* Move to and slice a target. Uses one action but can only be used once per turn. * The abilities that are able to reset the cooldown are Disarming Strike, Lacerate, Shadowmelt and Hamstring.
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.

Abilities

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
Squaddie
Knife Fighter
*Knife attacks use one action and do not end your turn.
You may make a melee attack with your knife against adjacent enemies.
Suppression
*Suppression costs 2 ammo points to use, but has no cooldown. *Suppression will be canceled if the suppressing unit is damaged. *If multiple units suppress a target, the aim penalty will not stack. *May not be used if sniper rifle or shotgun-class weapons are equipped. *Suppression restricts many of the target's abilities, including the use of rockets and grenades. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression.
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.
Area Suppression
*Area Suppression cannot be used when the soldier is concealed. *Any unit that attempts to move will face reaction fire as long as the suppressing unit has ammo remaining. *Does not work with shotguns or sniper rifles. *Area Suppression requires 3 ammo points to use but uses two upon activation. An additional ammo is used for each reaction shot. It has no cooldown. *Area suppression will be canceled if the suppressing unit is damaged. *If multiple units suppress a target, the aim penalty will not stack. *Suppression restricts many of the target's abilities, including the use of rockets and grenades.
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
Lance Corporal
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.
Combatives
*Combatives grants you +90 dodge against melee attacks each enemy turn. The bonus dodge is lost when you parry the first melee attack. *Combatives passively grants you +10 dodge. *You can only counterattack single target melee attacks.
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge.
Terrifying Suppression
* Suppression abilites have a 30% chance to cause enemies to panic.
Suppression abilites have a 30% chance to cause enemies to panic.
Corporal
Corporal
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Bladestorm
*If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier. *If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range. *Bladestorm does not trigger on your own turn.
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
Lockdown
*Gain +20 to hit against enemies who attempt to move when suppressed. *This stacks with other reaction fire bonuses.
Gain +20 to hit against enemies who attempt to move when suppressed.
Sergeant
Sergeant
Shredder
*A successful shot with a conventional weapon will shred 1 armor from the target. *More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.
Shank Redemption
* The first time you use Knife Fighter each turn will refund one standard action point. Does not apply to any other knife skills.
The first time you use Knife Fighter each turn will refund one standard action point. Does not apply to any other knife skills.
Mayhem
*Gain 25% bonus damage against enemies who attempt to move when suppressed.
Gain 25% bonus damage against enemies who attempt to move when suppressed.
Staff Sergeant
Staff Sergeant
Cyclic Fire
* Special Shot: Fire three shots at a target in a single attack. Requires two actions and all shots have a -15 penalty to aim. * Requires 3 ammo. * Cyclic Fire has a 3 turn cooldown. * Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.
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.
Ventilate
* Always hits, but cannot crit. * Costs 3 ammo. * 4 turn cooldown.
Fire a weapon blast that is guaranteed to hit and destroy the target's cover.
Cool Under Pressure
*You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Tech Sergeant
Tech Sergeant
Nimble Hands
* As a free action, reload your weapon. Can be used every 3 turns.
As a free action, reload your weapon. Can be used every 3 turns.
Bloody Knuckles
* This affects ALL melee attacks, including but not limited to attacks with a knife, sword, ripjack, or bayonet, and attacks that don't rely on a weapon such as Bull Rush.
Gain +3 damage with all melee attacks.
Danger Zone
*Area Suppression suppresses enemies in a 5-tile radius.
Area Suppression suppresses enemies in a 5-tile radius.
Gunnery Sergeant
Gunnery Sergeant
Rupture
*Rupture requires 3 ammo points. *Rupture has a 4 turn cooldown. *Ruptured targets take 3 additional damage from every attack.
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.
Rapid Fire
*Rapid Fire has a 1 turn cooldown.
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
Kill Zone
*There is no limit to the amount of Kill Zone shots a soldier can take outside of ammo counts. *Kill Zone utilizes Squadsight, even if the soldier does not have the Long Watch ability. *Kill Zone has a 4 turn cooldown.
Take a reaction shot against any enemy that moves or attacks within a cone of fire.
Master Sergeant
Master Sergeant
Saturation Fire
*Saturation Fire requires 4 ammo points. *Saturation Fire has a 7 turn cooldown. *Saturation Fire will take a standard shot at every enemy in the cone, and will damage or destroy random cover elements in the cone.
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.
Run And Slice
* Move to and slice a target. Uses one action but can only be used once per turn. * The abilities that are able to reset the cooldown are Disarming Strike, Lacerate, Shadowmelt and Hamstring.
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.
Traverse Fire
*After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
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 AP per tier level.

Tier 1 Tier 2 Tier 3 Tier 4
Extra Munitions
* The free grenade is not affected by Packmaster.
Grants 1 free explosive grenade item to your inventory.
Burial Shot
* Has a 2 turn Cooldown. * Ignores sustain effects, so Burial Shot is especially useful for putting down priests and raptor commandos.
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded.
Run and Gun
*Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. *Run and Gun has a 4 turn cooldown.
Take an action after dashing.
Double Tap
*Activate to fire a standard shot and gain a second action restricted to several different shooting abilities or overwatch. *Double Tap has a 2 turn cooldown. *Costs the same action it would take to fire a standard shot (Snipers cost 2 AP and all other weapons cost 1)
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Blurred
* The farther away the attacker is, the larger the bonuses are.
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker.
Shadowstrike
*Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
Cutthroat
*Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Hamstring
* Like all knife attacks, this uses one action and does not end your turn. * Has a 3 turn cooldown. * Can be applied multiple times to the same enemy; the debuffs stack.
A crippling knife slash. Applies a permanent -7 movement, -30 aim and -50 dodge debuff. Resets Run and Slice. Has a 3 turn cooldown.
Salvo
*Soldiers with the Salvo ability are prime candidates for heavy armor.
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
Close and Personal
*Confers +30 critical chance against adjacent targets. *Bonus reduced by 5 for each additional tile of distance from the target, down to 0 at 7 or more tiles.
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Unload
* Shots deal 50% less damage. * Has a 5 turn cooldown.
Fire with your primary weapon until out of ammo or the target is dead. Shots cannot critically hit and each shot deals less damage than a standard shot.
Deadcutter
* Has a TBD turn Cooldown. * Ignores sustain effects.
Slash an undead foe within movement range. If this attack is lethal, its AP cost will be refunded.
Serrated Fang
* Has a 5 turn Cooldown.
Viciously stab an adjacent foe, inflicting severe rupture and bleeding.
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Heavy Hitter
* Heavy Hitter also increases the damage from burning, poison, or acid caused by your attacks by 1.
All your attacks deal +2 damage.
Deep Cover
*Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
If you did not attack this turn, hunker down automatically.
Resilience
*Enemy attacks against you suffer a -30 penalty to critical hit chances.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
Evasive
*This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Steady Hands
*The Steady Hands bonus does not stack over multiple turns. *Steady Hands doubles down on the need to find a high sniper's nest with good sightlines.
If you did not move last turn, gain +10 Aim and +10 Critical chance.
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 5 dodge per enemy you can see, up to a maximum of +30.
Improved Suppression
* Disoriented units have reduced Aim and Mobility, and can't use most special abilities. * The disorientation is applied when you activate suppression. * This ability will disorient any unit (including robotic enemies) unless the unit is specifically immune to disorientation. * Having the suppression broken won't remove the disorientation early.
Your Suppression and Area Suppression abilities also disorient the primary target.
Strafing Fire
* Can be used for free after moving. * Deals 50% less damage.
Fire a shot that deals 50% less damage, but can be used for free after moving.
Damn Good Ground
*Confers +10 aim and +10 defense against targets at a lower elevation. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Confers +10 aim and +10 defense against targets at a lower elevation.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Jingoistic
* Note that the bonus slots from this ability do not stack with most other abilities or equipment that offer one or both of the same slots, e.g. EXO or WAR Suits.
It's time for war. This soldier is granted a grenade slot as well as a heavy weapon slot, regardless of armor worn.
Blademaster
*Blademaster deals a bonus +1 damage on every successful melee attack. *Blademaster grants +10 Aim to melee attacks.
All melee attacks deal +1 extra damage and have +10 Aim.
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
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.
Lock 'N Load
*Kills with your primary weapon restore 1 ammo.
Kills with your primary weapon restore 1 ammo.
Fearsome
* Perks like This One's Mine and Deadshot can help you get critical hits. * Critical hits with any of your weapons can trigger Fearsome.
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic.
Will To Survive
*Enemy damage is reduced by 1 when in cover and attacked through that cover. *Cover against explosives and other indirect attacks is calculated from the point of the explosion. *Armor piercing effects do not eliminate this bonus. *This unit also permanently gains 5 will. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates. *This ability cannot be disabled in any way.
This soldier does not trigger overwatch or reaction fire.
Thousands To Go
* Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. * Does not activate when killing Lost. * Passive.
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive.
Locked On
* Gain +20 aim and +10 crit for repeated shots at the same target. Not cumulative, and only applies to enemy units. * The effect persists in between multiple turns as long as the same target has been fired upon. * Area-of-Effect-based shots do not grant the bonus.
Gain +20 aim and +10 crit for successive shots at the same enemy unit.
Keen Edge
* More advanced swords will ignore more armor and deal extra bonus damage. * Your sword attacks can finish off a wounded enemy and move to a better position for using your sniper rifle at the same time. * Because of the Hunter's high Aim stat, your sword attacks will almost always hit. * Keen Edge will make a normal sword deal as much damage as a sniper rifle of the same tech tier.
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor.
Lightning Slash
*Attack any enemy within blue movement range with your weapon. *This attack does not end the turn. *Lightning Slash has a 3 turn cooldown.
Attack any enemy within blue movement range with your weapon. This attack does not end the turn.
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.
Take Under
* Mechanically, this works just like the standard slash. * Attacking with a dash move will still only cost one action, but you need to have two actions currently available to dash. * This attack will never miss or graze, but its damage can still be mitigated by armor and other damage reduction effects.
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.
Grazing Fire
* Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze. * This effect occurs after normal hit-miss-graze processing. * Targets with a dodge score subtract that score from the ability's success chance.
Missed attacks have an additional roll to become a graze.
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Field Medic
*If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Equipped medikits have 2 extra charges.
Ambush
* There is no limit to the amount of Ambush shots a soldier can take outside of ammo counts. * Ambush is best used while the entire squad is concealed to start combat on the enemy's turn. * 3 turn cooldown.
Take a reaction shot against any enemy that moves or attacks within a cone of fire. Can only be used while concealed.
Deadeye
*Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%. *Deadeye has a 3 turn cooldown. *Works with Snap Shot.
Take a shot with a small aim penalty for a significant damage boost.
Sentinel
*Reaction shots may only target an enemy once.
When in overwatch, you may take two reaction shots.
Infighter
*Gain 40 dodge against attacks within four tiles. *Dodge bonus also applies to melee attacks. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 40 dodge against attacks within four tiles.
Controlled Fire
* This only applies to the reaction shots; the cost to use Area Suppression is unchanged. * Passive.
Additional shots fired from Area Suppression no longer cost ammo.
Stationary Threat
* Gain +1 damage to your primary weapon for each turn that you do not move. * Effect bonus can stack up to 3 times. * Passive.
Gain +1 damage to your primary weapon attacks for each turn that you do not move. Passive.


Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 1 0 0 1 0 0 1
Aim
Aim
3 2 2 2 3 2 2 2
Will
Will
4 4 0 0 0 0 0 0
Total Health
Health
0 1 1 1 2 2 2 3
Aim
Aim
3 5 7 9 12 14 16 18
Will
Will
4 8 8 8 8 8 8 8

Sample Builds

See Also

XCOM Units in Long War of the Chosen
Starting

Overview

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
Unlockable

Psi Operative

SPARK

Officers
Faction

Reaper

Skirmisher

Templar