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Run & Gun is an ability of the Assault Class in XCOM: Enemy Unknown.

Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.

– In-Game Description, XCOM: Enemy Unknown

Description[]

Run & Gun allows an Assault soldier to use up all of their movement actions — which would normally restrict them from performing any other action that turn — and still fire or use Overwatch (but not hunker down or make use of any items or Psi abilities).

By doubling the soldier's movement range, this ability allows the soldier to approach and flank the targets more easily. It is especially important for Assault soldiers with shotguns, given the limited accuracy of those weapons. Flanked targets at close range are an almost guaranteed hit, with an increased critical chance, which makes shotgun run-and-guns an extremely deadly (albeit dangerous for the soldier) tactic. Run & Gun hence has great synergy with Rapid Fire, especially for shotgun Assault soldiers who can get in close and accurately deal massive damage to the most sturdy of enemies such as Berserker and Sectopods.

XCOM: Enemy Within[]

Having Run & Gun activated allows an Assault to collect Meld canisters and defuse power sources or the bomb in Bomb Disposal missions after dashing.

Notes[]

  • Run & Gun allows soldiers to fire after using armor abilities which count as a move, such as the Skeleton Suit's grapple.
  • With Training Roulette, an Assault with Suppression can suppress an enemy after enabling Run & Gun.
  • An assault with Mimetic Skin can Run and Gun to high cover and, thanks to the added 30% critical hit chance while concealed, has a good chance to deal enormous damage to hard targets like Sectopods and Ethereals with Killer Instinct.
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