Gabe’s main class. The Support class excels in providing healing and other beneficial bonuses to allies. They can both heal a single target or entire groups of Gears. The range on many of their healing abilities is nearly limitless, so strong Support is vital for any successful campaign—unlocked Act 1 Chapter IV.
Sid’s class and if you play in the launch window, Cole’s class. Vanguards are the solo tanks of Gears Tactics. They can self-heal at the end of each turn, leech health from the damage they deal, and the Intimidate area of effect ability is fantastic for pushing enemies out of cover or Overwatch. Unlocked by default.
The Heavy units are specialists at taking out swarms. Huge miniguns allow for some incredible suppression fire against swarms. It works even better when paired with a Support for the extra action points bonus. The Anchor skill, the class’s primary ability, offers increased accuracy and damage up to 30% and 45%, respectively. Simple hunker them down in a location and don’t move to keep the bonuses applied. Unlocked after you rescue your first two gears in Act I, Chapter II
The close quarters specialist of your outfit. The Scout excels at getting behind enemy lines with abilities that allow for cloaking and sneak attacks. Due to the dangerous nature of their design, they can be difficult to use, but the pay-off is worth the effort. Unlocked after you rescue your first two gears in Act I, Chapter II.
With chainsaws and bayonets aplenty, long-range can be lacking in your initial outfit; in comes the Sniper. Sniper classes benefit from reduced accuracy penalty on long-range targets. They specialize in high damage critical attacks, perfect for taking out that bulking brute. Unlocked after you encounter Mikayla in Act 1, Chapter IV.