기관총병 (롱 워 리밸런스)

The Gunner class is a support fire specialist, capable of wielding the largest automatic weapons in XCOM's arsenal to either inflict heavy damage, or lock down and debuff hostiles.
- Primary Weapon: SAWs, LMGs, Assault Rifles, Carbines, SMGs.
- Secondary Weapon: None.
- Class-Limited items:
Abilities
| Rank | Ability | ||||||
|---|---|---|---|---|---|---|---|
Specialist |
Suppression
Suppress [Pinned if protected by cover, suppressive fire if not, no reaction fire, -35 aim, -35% mobility/ability range] targets. Breaks with suppressive fire if the target acts. Requires 2 ammo, and uses the 2nd ammo if the suppression breaks with suppressive fire. 1 turn cooldown. [Suppressive Fire deals 40% standard shot damage] | ||||||
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. |
Mayhem
Suppression damages enemies immediately with a round of suppressive fire. Suppressive Fire can cause bleeding. | ||||
Corporal |
Penetrator
The primary weapon gains +15 penetration. |
Grit
Grants +4 armor HP and %DR equal to a quarter of the % total HP lost. |
|||||
Sergeant |
Double Tap Shooting allows this unit to fire an extra shot if not out of ammo or targets. The extra shot gains +20 aim/crit if it's the same target. 1 turn cooldown after 2nd shot is used. |
Ready For Anything
At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, overwatch activates. If this unit has not moved, reaction shots gain +10 aim. |
Holo Rounds Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration]. | ||||
Tech 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. | ||||||
Gunnery Sergeant |
Tenacious Defense Grants +2 armor HP. Grants +20 crit resistance when protected by cover. |
Bring 'Em On
This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight. |
First Aid
Grants 2 medikits. | ||||
Master 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. |
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon. | |||||
Stat Progression
Tactical Advice
Role: Medium Range Offense / Offensive Support
The Gunner is mostly unchanged from vanilla. 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.
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including Holo Rounds and Shredder and of course Suppression. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE using an LMG, apply Holo Rounds on those targets, make it inflict damage with Mayhem, and thus shred them with Shredder. Some strong offensive perks are also available in Double Tap, Penetrator and Critical System Targeting.




















