[WOTC] Modern Machinegunner Class

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Author: Maprikan

Last revision: 3 Sep, 2025 at 10:35 UTC (1)

File size: 42.69 KB

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Description:

The Machinegunner is a medium range class that carries a Cannon. Provides fire support for the squad and takes down the toughest enemies.

As part of the class design, the Machinegunner does not have a secondary weapon. Don’t got time for that. Too busy shooting.

The class is made with a modern themed playthrough in mind, but of course is not limited to. It is balanced around a large varied squad against lots of enemies and making meaningful choices when selecting abilities, with different viable sub-roles within the class.
By default random bonus AWC abilities are disabled. The reasoning is that there is no need for it because there are enough options in the ability tree and the class has everything it needs to fill the role. Other roles are intended to be filled by other classes. AWC can be re-enabled through the config but there is no support to prevent duplicate/redundant abilities as is.

The Machinegunner has three ability trees: Fire Support, Area Denial & Heavy Fire. The class rely on abilities and perks from other mods.

This class is based on Alpha115’s Heavy Gunner Class but does not require it. I still recommend checking it out. They can be used together.
https://steamcommunity.com/sharedfiles/filedetails/?id=1131544541

NOTE: Sometimes the machinegunner is loaded in without a full magazine at mission start when using the primary weapon ammo abilities, this is fixed by reloading the weapon.
You can use console commands to give the soldier an extra action point or use the ReloadWeapon console command from [WOTC] Additional Soldier Console Commands to get around it:
https://steamcommunity.com/sharedfiles/filedetails/?id=1370543410

Skills

Squaddie:
KPP_PlusOne: Gain +1 ammo for the machinegun.
Suppression: Suppress the target.
MrCpouchAmmo: Gain an ammo slot.

Corporal:
F_SuppressingFire: Take a standard shot at the target, then suppress them.
LW2WotC_Lockdown: Bonus aim against suppressed targets that attempt to move.
LW2WotC_GrazingFire: Missed shots have an additional chance to become a grazing hit.

Sergeant:
LW2WotC_TraverseFire: Take an additional non-movement action after using standard shot as first action.
LW2WotC_AreaSuppression: Suppress an area.
Shredder: Primary weapon shots shred armor.

Lieutenant:
KPP_LargerMagazine: Gain +2 ammo at the cost of -1 mobility.
LW2WotC_Formidable: Bonus ablative armor, receive less damage from explosive attacks.
ChainShot: Take a low accuracy shot, and shoot again if it hits.

Captain:
ShadowOps_ImprovedSuppression: Suppression and Area Suppression disorient the primary target
LW2WotC_Mayhem: Bonus damage against enemies that attempt to move while suppressed.
F_Concentration: Grazing shots are upgraded to normal hits.

Major:
ShadowOps_ZeroIn: Bonus aim on the next attack after missing.
IsmsKeepYourHeadDown: Low cover counts as full at a small accuracy penalty.
F_BlindingFire: Inaccurate cone attaack that reduces enemies aim.

Colonel:
MZChasingFire: Once per turn take a reaction shot at a visible target that another ally shoots at.
KillZone: Overwatch all enemies in a set direction.
LW2WotC_CyclicFire: Shoot three times at a target, each shot has an accuracy penalty.

Brigadier:
MZFieldOfZero: Once per mission take a reaction shot at all visible targets that other allies shoots at.
MZPanicSuppression: Suppression have a chance to cause the target to panic.
F_KillEmAll: Shoot at all enemies in a cone area.

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GTS abilities, configurable in GtsEditor.ini.

Defensive Partner – Sergeant, 80 supplies: The Machinegunners grants their bondmate bonus Defense that scales with bond level
Fortifying Position – Captain, 120 supplies: The Machinegunners gains additional Defense until the next turn when suppressing and on overwatch.
Fire Superiority – Colonel, 200 supplies: The Machinegunners shoots back at any enemy that target a nearby ally in a small radius.

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Revisions:

Old revisions of this mod are available below. Click the link to download.