
Gears Tactics — Achievement Walkthrough
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The Steam description is exact: interrupt an enemy that is on Overwatch using a Disabling Shot from the Snub Pistol. Two things have to line up — an enemy actually sitting in Overwatch, and a unit with the Snub Pistol Disabling Shot available. Keep a soldier with the pistol skill unspent so that the moment an enemy goes into Overwatch you can spend the action on them. Overwatch enemies are flagged on the battlefield, so scan the enemy icons before ending your turn.
Chainsaw executions are performed on a downed enemy in melee range. Down an enemy rather than killing it outright — heavy damage that leaves it crawling — then move an adjacent Gear onto it and take the execution option. Executions are a core mechanic, so this usually pops in the first act without going out of your way.
This is a hidden achievement and the Steam description is blank, so the exact trigger is not verified. It is most likely a story or boss-related unlock that pops as you progress the campaign. Rather than guess, check a community guide or add a community tip below if you know what fires it.
Downed counts, not just dead — so a single knockdown voids it. Do this on an early, low-difficulty mission where enemy damage is low. Move in overlapping cover, avoid overextending a single Gear into open ground, and use Overwatch to control approach lanes rather than pushing forward. If a unit takes heavy damage, pull it out of line of sight for the rest of the mission.
Cumulative across the campaign. Unlocks almost immediately.
This is a hidden achievement and the Steam description is blank, so the exact trigger is not verified. It is most likely a story or boss-related unlock that pops as you progress the campaign. Rather than guess, check a community guide or add a community tip below if you know what fires it.
Pick a high-health target — something that will survive several hits — and deliberately chip it with every squad member you have deployed before landing the kill. Order matters only in that all of your Gears must have dealt damage to that specific unit before it dies, so hold your hardest hitter until last.
Control is one of the recurring side-mission types on the campaign map. Take one when it appears and finish the objective. Side missions also feed your recruit and gear pool, so there is no reason to skip them.
This is a hidden achievement and the Steam description is blank, so the exact trigger is not verified. It is most likely a story or boss-related unlock that pops as you progress the campaign. Rather than guess, check a community guide or add a community tip below if you know what fires it.
Rescue missions appear on the campaign map alongside Control, Sabotage, Scavenger Run and Veteran missions. Take one and complete the objective. Rescue missions are where you free captured soldiers, so they are worth doing for recruits regardless.
This is a hidden achievement and the Steam description is blank, so the exact trigger is not verified. It is most likely a story or boss-related unlock that pops as you progress the campaign. Rather than guess, check a community guide or add a community tip below if you know what fires it.
You need the shot to actually connect at 10% or lower displayed hit chance. Rather than waiting for luck, engineer it: take a long-range shot at a target in heavy cover with a unit that has no accuracy bonuses, check the displayed percentage, and fire. Spare actions at the end of a turn are ideal for farming this since a miss costs you nothing.
You need two enemies lined up along the same firing line, both low enough that one burst finishes both. Soften a pair with other units first, then line up a shot where the second enemy is directly behind the first. Weakened trash enemies grouped near an Emergence Hole are the easiest setup.
Deliberate friendly fire. Put one of your own Gears in the line of a heavy attack — explosives are the reliable way — until they go down. Do this at the very end of an otherwise-won mission so you do not risk the run, and be aware it will void any no-downs achievement on that same mission.
This is one of the Jacked game mode achievements — you must be playing that mode, not the standard campaign. Bring Jack into a mission and finish it. Start here before the harder Jacked challenges since it is effectively free.
Tickers are the small explosive enemies. Instead of killing one at distance, let it approach a group of enemies or shoot it while it is next to one, so the detonation is what kills the other enemy. The kill must come from the explosion, not your gunfire.
Stim Grenades heal whatever is in their radius, including enemies. Throw one so an enemy is caught in the area. Doing it on an enemy that is nearly dead wastes the least time, and you can immediately kill it afterwards.
Another side-mission type from the campaign map. Take a Scavenger Run when one is offered and complete the objective.
Jacked mode only. Wingman is a stacking buff — you need three or more stacks landed on the same ally. Focus every source of Wingman you have on one designated soldier in a single mission rather than spreading buffs around the squad.
Take a Sabotage side mission from the campaign map and complete its objective.
This is a hidden achievement and the Steam description is blank, so the exact trigger is not verified. It is most likely a story or boss-related unlock that pops as you progress the campaign. Rather than guess, check a community guide or add a community tip below if you know what fires it.
This is a hidden achievement and the Steam description is blank, so the exact trigger is not verified. It is most likely a story or boss-related unlock that pops as you progress the campaign. Rather than guess, check a community guide or add a community tip below if you know what fires it.
Jacked mode only, and specifically on a Rescue mission — both captured soldiers must be freed by Jack, not by a Gear. Route Jack toward the pods early and do not let a squad member trigger a rescue by accident, since the achievement requires Jack to do both.
Cumulative count of clean missions, so it stacks with The path of the righteous man and Immortal. The safest source is short side missions on lower difficulty — they have fewer enemies and less chance of a single unlucky burst downing a Gear. Play cover-to-cover, keep Overwatch up, and retreat any unit that drops below half health.
Emergence Holes spawn enemies over time. The moment one opens, close it — usually with a grenade or an explosive ability — before the first enemy climbs out. Keep a grenade unspent when you are pushing into new ground so you can react on the same turn the hole appears.
Cumulative across all missions. Comes naturally partway through a full playthrough.
Jacked mode only. Jack must be in his hidden state and must be the only friendly unit standing in the Supply Point when the Supply is collected. Keep your Gears well clear of the point on the turn you grab it.
Finish the campaign on any difficulty. Play on the lowest difficulty if you only want the completion, then use New Game or difficulty-specific runs for Hero of Vasgar and Savior of Vasgar.
Jacked mode only. Deviants are the mode-specific enemy variants and you need at least one kill on every type, so this is a checklist across multiple missions. Keep track of which variants you have already killed — if you are unsure which ones remain, a community guide with the full Deviant list is worth checking.
Weapon-specific: the killing blow on a Boomer has to come from a Boomshot. Boomers drop Boomshots, so the practical approach is to kill one Boomer by any means, pick up the dropped weapon, then use it on the next Boomer you meet.
Jacked mode only, on the specific Act 1 Chapter 6 Brumak fight. Jack must finish the fight untouched, so keep him well outside the Brumak firing arc and out of splash range for the whole encounter — use him only for utility actions from safety while your Gears do the damage.
Veteran missions are the tougher optional missions on the campaign map. Bring a well-levelled, well-equipped squad — they are notably harder than Control or Rescue runs.
You need four enemies close enough together that one Torque Bow explosion kills all of them. Soften a tight cluster with other units first so every one of them is inside the lethal range, and hold the Torque Bow shot for last in the turn. Groups pouring out of an Emergence Hole are the natural setup.
Chain the two mechanics: apply Teamwork to a unit, empower that same unit, then have it kill enough to generate 3 Action Points. A high-mobility unit facing several weakened enemies is the best candidate since it can convert multiple kills in one activation.
Both abilities, twice each, inside a single turn — so you need enough Action Points banked to fire off four ability uses before the turn ends. Save AP from the preceding turns and pick a turn where targets are plentiful.
One Overwatch activation has to account for five kills, so the enemies must all walk into the same cone on the enemy turn while weak enough to die per shot. Chip a large advancing group down first, set a wide Overwatch cone covering their approach, and end the turn without breaking their advance. Waves from an Emergence Hole give the biggest bunch of low-health enemies at once.
A full campaign run at Experienced or higher. If you intend to also get Savior of Vasgar, do the run on Insane instead — it satisfies both, so there is no reason to do a separate Experienced playthrough unless Insane is too punishing.
Legendary mods drop late and are slot-specific, so this is a loot grind: you need a full set of Legendary-tier mods covering every slot on a single primary weapon. Side missions and Veteran missions are the reliable mod source, so keep running them and bank Legendary drops toward one chosen weapon rather than spreading them.
Jacked mode only. Four soldiers must be carrying the Jacked status simultaneously, so bring a full squad and apply the effect around the team before it expires on the first ones. Watch the duration and stagger applications tightly.
Jacked mode only. Like the Legendary version, this is a mod-collection grind: a single weapon has to carry Supreme mods in every slot. Bank Supreme drops toward one weapon instead of spreading them across the squad.
Jacked mode only, on a Veteran mission, with zero damage taken by the whole squad. Overwatch and long-range engagement are essential — do not let anything reach your line. Pick a Veteran mission you have already seen so you know where enemies come from, and restart the moment anyone takes a hit.
The long version of God-like. It is a cumulative count, so every clean mission across the whole game feeds it. Repeatable side missions on lower difficulty are the practical way to build the count — play them conservatively, keep everyone in cover, and treat any downed unit as a reason to restart the mission rather than push through.
Both elements have to coincide: a live Ticker and an open Emergence Hole close enough that a kick puts the Ticker in it. When a hole opens with Tickers nearby, resist killing the Tickers and instead maneuver a Gear so the kick lands the Ticker in the hole.
A full campaign on the hardest difficulty. Enemy damage is severe, so play slowly: never move a unit out of cover without Overwatch support, use Emergence Hole closures aggressively to cut spawns, and keep your squad levelled by clearing side missions between story missions. This run also covers Hero of Vasgar.
Cumulative. Every Ticker detonation that kills an enemy counts, so make a habit of letting Tickers reach enemy groups instead of shooting them early. Missions with heavy Ticker spawns are the fastest source.
Three Explosive Shots must land in the same turn while the Anchored bonus is at maximum. Build Anchored to full first — that means staying put rather than repositioning — then bank enough Action Points to fire three Explosive Shots before the turn ends.
The hardest achievement in the game: an entire Insane campaign with no permanent unit deaths. Note the wording is dying, not being downed, so a recovered knockdown does not void it. Recruit and level a deep bench so no single soldier is irreplaceable, and reload rather than accept a death.
A two-step chain against one specific enemy: Avenger has to grant you the Action Point, and then a Rage shot has to kill the exact enemy that triggered it. Keep a Rage shot available whenever a unit with Avenger is likely to be hit, and do not let another soldier finish that enemy off.
Twenty Veteran missions, which are the harder optional missions on the campaign map. They appear over time, so this stretches across a long playthrough. Keep your squad and gear upgraded — Veteran missions punish an under-levelled team.
All damage in the mission must come from Snub Pistols — no primary weapons, no grenades, no explosive abilities. Pick the shortest, lowest-difficulty mission you can find, since pistol damage is low and the fight will take many more turns than usual.
Six kills in one Rampage activation, entered out of Cloak. That means a tight cluster of enemies all weak enough to die to Rampage hits. Spend the preceding turn chipping a group down without killing any of them, cloak, then commit the Rampage.
The full-roster version of Legen (wait for it)... — every Hero character needs a primary weapon fully kitted with Legendary mods. This is a heavy loot grind on top of an already long one, so expect to keep running side and Veteran missions well past the story for drops.
Ironman removes your ability to reload a bad turn, so mistakes are permanent. Do this on the lowest difficulty that still counts unless you are also chasing the Insane achievements. Play far more cautiously than usual: full cover every turn, Overwatch before advancing, and close Emergence Holes on sight to keep enemy numbers down.
One soldier, Insane difficulty, whole mission. Pick the shortest mission available and a well-levelled, well-modded soldier with strong survivability. Overwatch and cover discipline are everything — with no squadmates there is no covering fire and no revive.
Squad-composition restriction: every deployed unit on a Veteran mission must be a Scout. Level several Scouts in advance so you can field a full squad of them, since Veteran missions are too hard for an under-levelled team.
A precise one-turn combo: three enemies must be Breached, then each killed by a different named ability — one by Precision Shot, one by Reckless Shot, one by Double Shot. Bank the Action Points and have all three abilities off cooldown before the turn starts, and pre-weaken the three targets so each single ability is enough to finish its target.
Sequence-locked: the Scout must be revived specifically by the Stim ability, and then that same Scout must land five Rampage kills. Let a Scout go down near a weakened enemy cluster, revive it with Stim, then immediately commit its Rampage into the group.
Jacked mode only, and a full checklist — every non-boss enemy type has to be HiJacked by Jack at least once across your Jacked playthrough. Track which types you have already done; missing a rare enemy type is the usual reason this stalls.
Ten thousand cumulative kills. This far outlasts a single campaign, so it is earned by continuing to run missions long after the story ends. Missions with heavy Emergence Hole spawns give the most kills per run.
A capstone achievement — it pops automatically once you hold all four listed achievements: Grubpocalypse (10,000 kills), Immortal Legion (Insane campaign with no deaths), I could do this all day (20 Veteran missions) and Boom! (100 Ticker kills). Immortal Legion is the hard gate; the other three are grinds.
The Jacked mode capstone — it unlocks once every other Jacked-mode achievement is done. The long poles are the two checklists (Zed's dead, baby. and I've done the whole mind control thing...) plus Untouchable, so work those alongside your normal Jacked runs rather than leaving them to the end.











