Infantry (LWR)

The Infantry class borrows elements from the Assault and Heavy classes. Their signature ability is Light 'Em Up, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.
- Primary Weapon: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
- Class-Limited items: None.
Abilities
| Rank | Ability | ||||||
|---|---|---|---|---|---|---|---|
Specialist |
Light 'Em Up
Standard shots cost only 1 AP and gain both +3 penetration and +0.5 damage for each instance of damage their target took this turn. | ||||||
Lance Corporal |
Will To Survive Increases DR of all cover to 60% but grants 10 less defense. For XCOM, grants Steadfast. Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%. |
Sentinel Fire an additional reaction shot and gain +20 defense during overwatch. Grants Opportunist. Opportunist
Reaction shots gain +10 aim and can critically hit. |
Grenadier Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades and MEC launchers receive an additional use and have no weight. | ||||
Corporal |
Tenacious Defense Grants +2 armor HP. Grants +20 crit resistance when protected by cover. |
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon. |
Mayhem
Suppression damages enemies immediately with a round of suppressive fire. Suppressive Fire can cause bleeding. | ||||
Sergeant |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors. |
First Aid
Grants 2 medikits. | ||||
Tech Sergeant |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads. | ||||||
Gunnery Sergeant |
Critical System Targeting Shots against autopsied mechanical units deal +20% damage and gain +20 penetration (+50% damage and +50 penetration if steadied). Does not work with Arc Weapons. |
Snapshot
Shots gain +20 crit and do not trigger reaction fire. |
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage. | ||||
Master Sergeant |
Aggression Shots gain +10% crit damage per enemy in sight. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists. | |||||
Stat Progression
Predictable Potential:
Tactical Advice
Role: Medium Range Offense
Infantry are mid-range damage dealers. They can fire twice per turn if they don't move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with rifles and carbines, rather than shotguns or SMGs, which are more position dependent - if you want a more mobile soldier who's designed for mobility and getting flanks, look to the Assault class. The Infantry's ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry's ammunition, as it can run out very quickly.
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in Sentinel, and Lock n' Load, and Ranger.
Sample Builds
Tank Infantry
Sample Tank Build: Will To Survive -> Tenacious Defense or Lock n' Load -> Extra Conditioning or First Aid -> Ranger -> Critical System Targeting or Snapshot or Vital Point Targeting -> Aggression
Recommended Weapons: Assault rifle, Battle Rifle
Recommended Equipment: Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .
Notes
- Tenacious Defense can be switched out for Lock n' Load for more offensive uptime. This switch is even more justified is you plan to use Psi defender(psi).
- Extra Conditioning against First Aid is a toss up between extra stats + free action chance and additional sustain.
- The Gunnery Sergeants perks are all viable. CST/VPT for added power against Mechs/Bio and Snapshot for the extra 20% stacking chance for a free shot which can be paired with Extra conditioning and a possible Conduit(psi)
Overwatch Infantry
This build focuses on using mid-range reaction shots to cover front line tanking soldiers, namely using Steady -> Overwatch to fire one shot with +50 aim and a second shot for good measure. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. Because Sentinel reaction shots ignore cover DR and can crit, this build is very effective for causing damage against enemies in cover if the squad is out of explosives.
Sample OW Build: Sentinel -> Lock n' Load -> Impact -> Ranger -> Impact -> Aggression
Recommended Equipment: Extended/Drum Mag, Alien Trophy, Battle Rifle
Notes:
Grenadier Infantry
To Be Added
Sample Grenadier Build: Grenadier -> Mayhem-> Extra Conditioning-> Ranger -> Snapshot -> Packmaster.
Recommended Equipment: HE/AP/Alien/Plasma Grenades.
Notes:




















