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"Versatile bearers of firearms. Able to attack, bind, and heal according to the situation."
Gunner description, Etrian Odyssey 2 Untold: The Fafnir Knight

EO2GunnersArt

Powerful soldiers who's skills lie in high-caliber firearms that are guaranteed to blow a hole in the enemy's defenses, let alone their bodies.

The Gunner (ガンナー Gunner in the Japanese version) are experts at ranged combat using various firearms. With their specialized knowledge of guns, they can fire off specialized rounds that can pinpoint an enemy's weakness, allowing the Gunner to wipe out dangerous foes with ease. While they aren't particularly quick on their feet, their sheer power is something to behold, allowing them to devastate enemies with each shot they fire. Due to their low health and defenses, it's best for these powerful firearm-bearing fighters to sit in the back lines, where they can pluck the enemy apart with ease.

Profile[]

Masters of firearms, the Gunner can destroy their opponents through various, powerful precision strikes. They're not particularly quick, but their power and versatility make up for their flaws, allowing them to keep up with the rest of the party without missing a beat. Their high power allows them to pluck away at the enemy's health, while their low defenses requires them to be safely tucked away into the back lines. Should their allies be in danger, they can employ special medical bullets to support them. As a contrary to their high power, their low TP pool makes them a difficult partner to upkeep. Although they have lost some of their skills from Etrian Odyssey II: Heroes of Lagaard, they have gained new utility skills.

  • Strengths: Lethal firearm skills, capable of performing elemental attacks and binding body parts, and able to medically support their allies.
  • Weaknesses: Mediocre defenses coupled with low TP pool and high TP costs make them a TP guzzler, unless rectified by grimoire stones. Class is exclusive to Frederica Irving, unless switched to using Alter Class.

Stat Progression[]

Main article: Gunner/Stats#EOU
Level HP TP STR TEC VIT AGI LUC
1 26 31 10 9 6 7 8
30 109 97 22 22 15 18 21
70 285 212 44 43 30 37 44
99 457 312 60 60 42 51 62

Skills[]

Skill Description Type Prerequisite
Gun Mastery Enables gun skills and increases damage dealt with guns. Mastery Available at Start
Head Snipe Accurate ranged stab attack to 1 enemy, may bind head. Gun Gun Mastery Lv1
Arm Snipe Accurate ranged stab attack to 1 enemy, may bind arms.
Leg Snipe Accurate ranged stab attack to 1 enemy, may bind legs.
Fire Rounds Ranged stab + fire attack to 1 enemy. Gun Gun Mastery Lv3
Ice Rounds Ranged stab + ice attack to 1 enemy.
Volt Rounds Ranged stab + volt attack to 1 enemy.
Charged Fire Strong but slow ranged stab + fire attack to 1 enemy. Lowers user's defense until activation. Gun Fire Rounds Lv5
Charged Ice Strong but slow ranged stab + ice attack to 1 enemy. Lowers user's defense until activation. Ice Rounds Lv5
Charged Volt Strong but slow ranged stab + volt attack to 1 enemy. Lowers user's defense until activation. Volt Rounds Lv5
Charged Shot Strong but slow ranged stab attack to 1 enemy. Lowers user's defense until activation. Gun Gun Mastery Lv5
Penetrator Gives normal attacks a chance of piercing across enemy lines. Passive Gun Mastery Lv7
Recharge May regain TP used when using a skill. Passive Charged Shot Lv3
Penetrator Lv3
Ricochet Multiple ranged stab attacks across all enemies randomly. Gun Gun Mastery Lv10
Action Boost The user has a chance of acting multiple times on the next turn. Charge Penetrator Lv3
Ricochet Lv3
HP Up Raises maximum HP. Stat Up Available at Start
Medic Bullet Removes an ally's ailments and recovers their HP. Healing HP Up Lv1
Cover Fire When the user guards on the back line, allies on the front line recover HP. Passive HP Up Lv3
Shell Shock Lowers attack, defense, accuracy, and evasion of the rear enemy line. May stun. Debuff Medic Bullet Lv3
Cover Fire Lv3
ATK Up Raises physical attack. Stat Up Available at Start
High Caliber Raises damage of critical hits. Passive ATK Up Lv1
Vulcan Stance The user's normal attacks do more damage and hit all enemies for 3 turns. Buff ATK Up Lv3
Double Strike Gives normal attacks a chance of hitting twice. Passive High Caliber Lv3
Vulcan Stance Lv3
Take Allows the user to find more resources while taking. Gather Available at Start

Grimoire Stones[]

Skills to generate and pass:

  • Action Boost: A staple for any offensive party member.
  • High Caliber: Distribute deadly critical hits to destroy random encounters.
  • Penetrator: Allow your ranged allies to hit more enemies.
  • Recharge: Save on TP expenditure.

Skills best used on Frederica:

  • Triple Charge (Landsknecht): Raises her bind rate.
  • Crit Up (Ronin): Allow a crit-based build to land more critical hits.
  • Ailment skills: Make the most of her relatively high Luck.

Profile[]

Masters of firearms, the Gunner can destroy their opponents through various, powerful precision strikes. They're not particularly quick, but their power and versatility make up for their flaws, allowing them to keep up with the rest of the party without missing a beat. Their high power allows them to pluck away at the enemy's health, while their low defenses requires them to be safely tucked away into the back lines. Should their allies be in danger, they can employ special medical bullets to support them. As a contrary to their high power, their low TP pool makes them a difficult partner to upkeep.

  • Strengths: Lethal firearm skills, capable of performing elemental attacks, and able to medically support their allies.
  • Weaknesses: Mediocre defenses coupled with low TP pool and high TP costs make them a TP guzzler. Low Agility growth impairs accuracy.
  • Force skill - Riot Gun: The gunner focuses all of its will into a single, powerful bullet guaranteed to stun an enemy.

Stat Progression[]

Main article: Gunner/Stats#EO2
Level HP TP STR TEC VIT AGI LUC
1 35 29 6 6 3 5 7
30 167 80 31 24 13 11 35
70 400 161 59 60 31 17 67
99 583 315 76 77 49 36 85

Skills[]

Note: Skills are listed in the same order that is used in the game and do not necessarily unlock one after another. See the "Requires" column to see how to unlock a skill. If that column has dashes in it the skill is accessible at level one; no other skill is needed to unlock it. Skills are normally maxed at level 10, but there are some exceptions where the level cap is 5 or even 1.

  • Stat Increases and Passive Skills are passive benefits that grant bonuses without being activated.
  • Search Skills are out-of-battle skills, mostly for gathering materials or controling monster behaviour.
  • Gun Skills are the Gunners in-battle skills, using guns to shoot the enemy from afar.
  • FOE Skills allow the manipulation of the movement of FOEs.
  • Extra shows skill detail or any special bonuses that are gained at certain levels.
Skill Description Type Prerequisite
HP Up Increase maximum HP. Stat Increase Available at Start
TP Up Increase maximum TP.
STR Up Increase strength.
TEC Up Increase technique.
VIT Up Increase vitality.
AGI Up Increase agility.
LUC Up Increase luck.
Esc Up Increase chances of successfully escaping from battle. Stat Increase Available at Start
Guns Needed to learn gun skills. Mastery Skill Available at Start
2-Hit Normal weapon attacks have a chance of hitting twice. Passive Guns Lv.10
Weakshot Increase chances of critical attacks with a normal weapon. Passive Available at Start
Legshot Gunshot with a chance of binding the enemy's legs. Binding Firearm Skill Guns Lv.2
AGI Up Lv.1
Armshot Gunshot with a chance of binding the enemy's arms. Guns Lv.3
AGI Up Lv.1
Headshot Gunshot with a chance of binding the enemy's head. Guns Lv.4
AGI Up Lv.1
Riskshot Sacrifice defense until the powerful piercing round is fired. Offensive Firearm Skill Guns Lv.5
Stunshot Fire a piercing round that may stun its target.
Snipe Piercing gunshot 100% guaranteed to hit its target.
Fireshot Shoot a special fire-imbued round. Offensive Firearm Skill Guns Lv.1
Iceshot Shoot a special ice-imbued round.
Voltshot Shoot a special volt-imbued round.
Riskfire Sacrifice defense until the powerful flame round is fired. Offensive Firearm Skill Guns Lv.5
Fireshot Lv.5
Riskice Sacrifice defense until the powerful glacial round is fired. Guns Lv.5
Iceshot Lv.5
Riskvolt Sacrifice defense until the powerful thunder round is fired. Guns Lv.5
Voltshot Lv.5
Wildshot Fire piercing bullets at all enemies. Offensive Firearm Skill Guns Lv.7
Ricochet Fire randomly at the enemy party. Offensive Firearm Skill Guns Lv.10
Medishot Removes status ailments from the entire party. Healing Firearm Skill TEC Up Lv.1
Haltshot Stops FOE movement on the field for a limited time. Field Firearm Skill Available at Start
Take Gather plants for materials at item points. Gather Available at Start

Profile[]

Gunners in EO2U now have their damage scale off Agility, which turns them from the glass cannons they were in Heroes of Lagaard into speedy attackers, only second to the Survivalists in speed, and slightly more durable. While they are best at doing damage, they also hold a mixture of binding, elemental, and support skills, allowing them to fill multiple roles in the party at once.

  • Strengths: Lethal firearm skills, capable of performing elemental attacks, and able to medically support their allies. Can potentially supply a large amount of burst damage in a single turn.
  • Weaknesses: Mediocre defenses coupled with low TP pool and high TP costs make them a TP guzzler, unless rectified by grimoire stones.
  • Force Boost - Action Boost: For 3 turns, Gun skills will be used twice in a row, although the second usage will be weaker.
  • Force Break - Supreme Bolt: Powerful stab attack to 1 enemy, near-guaranteed chance to stun. Unusable if the Gunner's arms are bound.

Stat Progression[]

Main article: Gunner/Stats#EO2U
Level HP TP STR TEC VIT AGI LUC
1 26 30 5 7 5 10 7
30 109 154 13 20 15 26 18
70 285 350 26 41 30 53 37
99 457 474 37 58 43 74 52

Skills[]

Skill Description Type Requires Extra
Gun Mastery Enables Gun skills and increases damage dealt with guns. Mastery Available at Start
Medic Bullet
HD-ABindHD-TECHD-VIT
Removes 1 ally's ailments and restores HP. Gun Gun Mastery Lv1 Lv5 and 10 increase action speed.
Fire Rounds
HD-ABindHD-AGI
Ranged stab + fire attack to 1 enemy. Gun Gun Mastery Lv3
Ice Rounds
HD-ABindHD-AGI
Ranged stab + ice attack to 1 enemy.
Volt Rounds
HD-ABindHD-AGI
Ranged stab + volt attack to 1 enemy.
Charged Fire
HD-ABindHD-AGI
Line-piercing ranged stab + fire attack. DEF lowered until activation. Gun Fire Rounds Lv5
Charged Ice
HD-ABindHD-AGI
Line-piercing ranged stab + ice attack. DEF lowered until activation. Ice Rounds Lv5
Charged Volt
HD-ABindHD-AGI
Line-piercing ranged stab + volt attack. DEF lowered until activation. Volt Rounds Lv5
Burst Shot
HD-ABindHD-AGI
Line-piercing ranged stab + fire + ice + volt shot. DEF lowered until activation. Cooldown of 3 turns. Gun Charged Fire Lv5
Charged Ice Lv5
Charged Volt Lv5
Head Snipe
HD-ABindHD-AGIHD-LUC
Accurate ranged stab attack to 1 enemy, may bind head. Gun Gun Mastery Lv5 Lv5 and 10 increase bind rate.
Arm Snipe
HD-ABindHD-AGIHD-LUC
Accurate ranged stab attack to 1 enemy, may bind arm.
Leg Snipe
HD-ABindHD-AGIHD-LUC
Accurate ranged stab attack to 1 enemy, may bind leg.
Charged Shot
HD-ABindHD-AGI
Line-piercing ranged stab attack. DEF lowered until activation. Gun Gun Mastery Lv7
Ricochet
HD-ABindHD-AGI
2-3 ranged stab attacks to all enemies randomly. Gun Gun Mastery Lv10 Lv5 and 10 increase number of hits.
HP Up Increases max HP. Stat Increase Available at Start
Cover Fire When user guards on back line, allies on front line recover HP. Passive HP Up Lv1
Shell Shock
HD-HBindHD-LUC
Lowers ATK, DEF, accuracy, and evasion of rear enemy line. May stun. Debuff HP Up Lv10 Max Lv5 also increases stun rate.
Preemptive Shell May use Shell Shock at start of battle. Requires Shell Shock; will not trigger if another party member has used this skill. Passive Shell Shock Lv5 Max Lv5
Phys ATK Up Increases physical ATK. Stat Increase Available at Start
Penetrator All single-target attacks become line-piercing. Raises line-pierce damage. Passive Phys ATK Up Lv5
Point Blank
HD-HBind
Next turn, shortens distance of ranged attacks but raises damage and accuracy. Charge Phys ATK Up Lv10 Lv5 and 10 increase damage bonus.
TP Up Increases max TP. Stat Increase Available at Start
Act Quick
HD-HBind
Next turn, lowers TP cost and raises turn speed. Charge TP Up Lv5 Lv5 and 10 increase TP reduction.
Double Action Attack skills may trigger a second time. Passive TP Up Lv10
Take Allows the user to find more resources while taking. Gather Available at Start

Grimoire Stones[]

Skills to generate and pass:

  • Double Action: A staple for any offensive party member.
  • Point Blank: Offers the best damage bonus out of all the Charge skills, but best used on ranged attackers like the Fafnir, Survivalist, or Alchemist.
  • Penetrator: Allows party members to push through to enemies in the back row.

Skills best used on a Gunner:

  • Triple Charge (Landsknecht): For Gunners that want to bind body parts.
  • Debuff Curses (Hexer): The Gunners' good Agility lets them weaken enemies before they strike.
  • Pre-Initiative (Ronin): Raises the Gunner's offensive power even more.
  • Speed Up: Counteracts the speed and accuracy penalty experienced by the Gunner and their skills.

Profile[]

The Gunners of High Lagaard have answered the call to Maginia. Unlike their Fafnir Knight versions, they return to the strong but slow method, sacrificing Agility for incredible Strength and Luck for astounding damage output and snipe accuracy. This does mean they take a hit to accuracy, which generally must be offset with equipment, buffs, or ailment support. The Gunner is a flexible damage dealer but their poor HP and Vitality puts them at the backline.

  • Strengths: Incredible firepower, strong binding ability. Great TP pool for a damage class.
  • Weaknesses: Terrible HP and Vitality makes them incredibly glassy on the frontlines. Charge Shots can make them even weaker.
  • Force Boost - Double Action: For 3 turns, Gun skills activate twice. The second is weaker, but costs no TP.
  • Force Break - Riot Gun: Powerful ranged stab attack to 1 enemy, high chance of stun.

Stat Progression[]

Main article: Gunner/Stats#EON
Level HP TP STR INT VIT WIS AGI LUC
1 49 49 18 14 9 14 10 17
30 93 98 39 30 20 30 22 36
70 185 200 83 63 44 64 47 77
99 273 299 126 96 67 97 70 116
130 394 433 184 140 99 141 103 170

Skills[]

Skill Description Type Requires Extra
Double Action For 3 turns, gun skills activate twice. The second is weaker, but costs no TP. Force Boost --
Riot Gun
V-armV-strV-luc
Powerful ranged stab attack to 1 enemy. High chance of stun. Force Break
NOVICE
Rapid Fire
V-armV-str
3 ranged stab attacks to 1 enemy. Gun None
Splash Shot
V-armV-str
Ranged stab attack to an enemy. Deals splash damage to adjacent targets. Rapid Fire Lv3
Leg Snipe
V-armV-strV-luc
Accurate ranged stab attack to 1 enemy. May bind the enemy's legs. Gun None Lv5 and 10 increase bind chance.
Arm Snipe
V-armV-strV-luc
Accurate ranged stab attack to 1 enemy. May bind the enemy's arms. Leg Snipe Lv3
Cover Support When the user guards on the back line, allies on the front line recover HP. Heal None
Shell Shock
V-armV-luc
Lowers ATK, DEF, hit rate, and evasion of rear enemy line this turn. May stun. Support Cover Support Lv2
Medic Bullet
V-armV-wis
Removes 1 ally's ailments and restores their HP. Gun None Lv6 increases act speed.
Pop Flare
V-arm
For 3 turns, the party's hit rate increases. Buff None
Mine Increases material yield from mining in the labyrinth. Gather None
VETERAN
Feint Shot
V-armV-str
Ranged stab attack to an enemy line. Lowers evasion for 3 turns. Gun Splash Shot Lv2
Scattershot
V-armV-str
Ranged stab attack to all enemies. Feint Shot Lv2
Head Snipe
V-armV-strV-luc
Accurate ranged stab attack to 1 enemy. May bind the enemy's head. Gun Arm Snipe Lv3 Lv5 and 10 increase bind chance.
Act Quick
V-arm
Next turn, TP cost is lowered and act speed is raised. Charge None
Charged Shot
V-armV-str
Slow, ranged stab to 1 enemy. All DEF lowered until activation. Gun Act Quick Lv2
Preemptive Fire May use Shell Shock at the start of battle. Support Shell Shock Lv1 Does not trigger if another party member activated a copy of that skill.
Preemptive Flare May use Pop Flare a the start of battle. Pop Flare Lv2
Penetrator Single-target attacks may pierce to the back line. Passive None Does not work on multi-hit skills.
TP Up Raises maximum TP. Stat Up None
MASTER
Ricochet
V-armV-str
2-5 ranged, low accuracy stab attacks to all enemies at random. Gun Scattershot Lv2 Lv5 and 10 increase number of attacks.
Charged Fire
V-armV-str
Line-piercing ranged stab/fire attack. DEF lowered until activation. Gun Charged Shot Lv3
Charged Ice
V-armV-str
Line-piercing ranged stab/ice attack. DEF lowered until activation.
Charged Volt
V-armV-str
Line-piercing ranged stab/volt attack. DEF lowered until activation.
Phys ATK Up Raises physical ATK. Stat Up None
Multi-Shot May use attack skills a second time. Passive None

Subclassing[]

Gunners in Nexus are capable of subclassing to expand their combat capability.

Subclasses for Gunner[]

  • Protectors don't require most stats to use their Guard skills, so a Gunner can utilize the Guards to reduce incoming damage when threatening attacks are being telegraphed. HP Up and Phys DEF Up are also welcome to offset the Gunner's vulnerability to physical attacks.
  • Ronin give Phys ATK Up and Speed Up. The latter becomes important in improving the Gunner's act speed and offsetting their poor accuracy. Upper Stance adds a stacking damage boost, but doing so requires a Katana to be equipped, and this is usually picked for a build that goes all-in on offense.
  • Highlanders offer three simple things: Phys ATK Up, Phys DEF Up, and HP Up. These three passives will contribute greatly to the Gunner's overall battle efficiency, especially when weathering enemy physical attacks. Bloody Offense and Blood Fortune are also great supporting buffs to use.
  • Zodiacs and Imperials are subclasses of choice for the elemental Charge Gunner. For the former, Etheric Gleam and Singularity improve elemental damage and amplify bonuses for striking weaknesses. For the latter, Elem ATK Up will stack with the Gunner's own Phys ATK Up and Absorber gives some TP back for striking weaknesses.
  • Nightseekers give Follow Trace, which can be combined with Multi-Hit and Double Action. They also provide ailments and more ranged attacks through their Throw skills, which also benefit from the Gunner's high Strength and Luck stats. Speed Up is also good for countering the Gunner's low turn speed and accuracy.
  • Pugilists are for the binding Gunner. Status ATK Up and Meditation raises binding success rate and Adrenaline gives TP back on successful snipes. Raging Billows is also a great passive to take, offering up to 50% damage bonus on a fully disabled enemy. Breather also lets a Gunner unbind themselves in emergencies.
  • Heroes and their ability to create an Afterimage can pair well with the Gunner due to the fact that both Double Action and Multi-shot have three chances to create an afterimage.

Gunner as Subclass[]

Gunners are favored for access to Phys ATK Up and TP Up to let physical classes continue to spam attacks, and the gamblers can roll with Multi-Shot in hopes of getting their strongest attacks to connect twice.

  • Protectors with a Gunner subclass, as opposed to the inverse, put a greater emphasis on defense than offense, but the Gun skills at half their usual maximum still deal a good amount of damage, building to a replica of the Dragoon of the fifth game. Line Shield from the back row means that the Protector enjoys additional damage reduction against physical attacks. Focus on Charge skills to get the most bang for your buck on the turns where you don't need defense.
  • Farmers toting guns can fall back on the Gunner's own attack skills to do some form of damage to the enemy. The Snipes matter the most to the Farmer due to their high innate Luck. Cover Support lets a Farmer provide healing to the front line, and Medic Bullet is a good emergency ailment recovery skill.
  • Imperials, being the TP-starved frontline parallels to the Gunner, make great use of Act Quick which greatly discounts their Drive skills and boosts their act speed to circumvent the defense penalty.

Profile[]

Equipment when registered: Hakenbuechse, Tweed.

Availability: Complete the tutorial by exploring the Mysterious Labyrinth.

Stat Progression[]

Main article: Gunner/Stats#EMD
Level HP TP STR TEC VIT AGI LUC EXP to next level Total EXP
1 35 50 3 6 4 6 7 360 0
30 198 167 50 109 33 35 150 30,000 196,500
50 224 190 70 135 43 55 171 30,000 796,500
70 244 210 90 155 53 75 191 30,000 1,426,500
99 273 239 119 184 67 104 220 - 2,266,500

Skills[]

Skill Description Type Prerequisites Lv Max Extra
Supreme Bolt Projectile with a 5-space range that Paralyzes the target and sends it flying. Blast Skill / Gun Skill Report the quest Learn the Supreme Bolt! 1 Cost 3 Blast Gauge
NOVICE (LV1)
Proficiency Increase damage of critical hits when attacking with guns. Passive None 1
Gun Mastery Increase physical attack strength when using guns. Passive None 8
Leg Snipe Stab attack with a 5-space range. May bind the enemy's legs for 5 turns if it hits. Active / Arms Skill / Gun Skill None 3 TP Cost 5 - 7
Medic Bullet Cure ailments of allies within a 1-space radius. Active / Head Skill / Gun Skill None 3 TP Cost 12 - 14. Cure all allies in the room at Lv3.
Dendrology May find extra materials when gathering at a chopping point. Passive None 10
Arm Snipe Stab attack with a 5-space range. May bind the enemy's arms for 5 turns if it hits. Active / Arms Skill / Gun Skill Leg Snipe Lv3 3 TP Cost 7 - 9
VETERAN (LV10)
Expertise Increase damage of critical hits when attacking with guns. Passive Proficiency Lv1 1
Double Strike May attack twice when using a normal attack. Passive Gun Mastery Lv3 5
Pinpoint Shot Increase the chance of critical hits when using normal attacks.
Head Snipe Stab attack with a 5-space range. May bind the enemy's head for 5 turns if it hits. Active / Arms Skill / Gun Skill Arm Snipe Lv3 5 TP Cost 10 - 14
Fire Rounds A fire attack with a 5-space range. Active / Arms Skill / Gun Skill None 8 TP Cost 9 - 15
Ice Rounds An ice attack with a 5-space range.
Volt Rounds A volt attack with a 5-space range.
Scattershot Ranged stab attack that hits all enemies in a cone-shaped area. Active / Arms Skill / Gun Skill Double Strike Lv3 5 TP Cost 12 - 16
Snipe Stab attack with a 5-space range that does not miss. Active / Arms Skill / Gun Skill Poinpoint Shot Lv3 5 TP Cost 11 - 15
MASTER (LV20)
Enlightenment Increase damage of critical hits when attacking with guns. Passive Expertise Lv1 1
Ricochet Perform a number of attacks on random enemies within the room. Active / Arms Skill / Gun Skill Scattershot Lv3 8 TP Cost 14 - 20. Increase number of hits at Lv3/Lv5/Lv7.
Rifle Shot Stab attack with a 5-space range that can pierce through enemies. Active / Arms Skill / Gun Skill Snipe Lv3 8 TP Cost 13 - 19
Stunning Shot Stab attack with a 5-space range. Paralyzes the target on hit. Active / Arms Skill / Gun Skill Head Snipe Lv3 3 TP Cost 11 - 13
Charged Shot Charge power for a powerful stab attack with a 5-space range on the next turn. Active / Arms Skill / Gun Skill Stunning Shot Lv3 3 TP Cost 16 - 18

Gallery[]

External Links[]

Gallery[]

Trivia[]

  • One of the female gunners uses a button of Jack Frost, a character of the Shin Megami Tensei series, and the official mascot of Atlus.
  • This is one of the four classes from the first two games which have the same name in both English and Japanese versions, the other three being Medic, Alchemist and Dark Hunter.
  • According to their New Job Training entry, the middle-aged gunner is an instructor to the other three.


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