Jin Roh build (Synonymous with Rambo build)
Starting stats
Str 8 (for metal armor, feel free to leave at 7 if you want to pump it to 8 at lvl 4 and put the point elsewhere)
Agi 3
Dex 3
Per 7
Int 7
Con 7
Wil 5 (dump to 3 if you're sure you can crowd control Psi enemies, which newbies usually fail at and get torn to bits).
If you dump willpower and leave str at 7, you'll get enough points to pump Con to 10, which allows you to take last stand and thick skull, both of which are fairly good but not essential. Pump consequent stat points into Per. This gives you enough to get 12 points at lvl 24 and 14 points if you dumped Wil and pumped the two remaining points into Per. Per affects your gun skills so it's basically very important. Also detects hidden units better.
Skills go to guns, lockpicking, hacking, mechanical, tailoring, electronics. This leaves you with enough points to max 2 more skill provided you max all the listed 6 (you don't since you can safely leave hacking before and the crafting skills as well given your bonus from your high Int). I also pump intimidation for yelling purposes.
Bits of throwing goes a long way into improving your crowd control experience. Pump into biology if you want to use regen vest for your metal armor. Personally, I have slight investments in chemistry and biology. 60 chem and 20 biology (Int bonus inclusive). This allows you to craft your own flashbangs, toxic gas grenades, cyro gas grenade and molotovs. All of which enhances your CC from useful for you to reposition to OH MY GOD WHY ARE MY EYES MELTING level.
Essential perks are (get immediately when available, make your own judgement when to get them):
Sprint - When you heavy, you need to heave that ass all the time.
Suppressive fire - bread and butter of this build. Debuff everyone while you continuously damage them.
Opportunist - The thing that makes this build shine. Suppressive fire counts as a slow debuff, so anyone in your burst cone gets +15% damage applied to them.
Expertise - +1 damage bonus per level. What's not to like? This perk is only useless on crit builds since it boosts non-crit damage.
Full Auto - The only thing better than a burst is a even longer burst. This perk adds two more rounds into your burst fire.
Conditioning - 10% less damage, plus your Con bonus goes a long way to keeping you alive.
Juggernaut - Wearing heavy armor keeps you alive longer. Self explanatory, only considers armor suit armor penalty, not total.
Concentrated fire - effectively doubles your current attack once 10 shots have been achieved.
Commando - Killing someone with a burst gives you another free burst. Best skill of the build. Get as soon as available.
Critical Power - Get this perk if and only if you're crafting your own assault rifles with anatomically aware scopes (which gives +50% crit damage. Be warned that by doing so, you're forgoing High Resolution Digital Scope, which gives you a whooping +10% crit chance)
Armor sloping - Making your metal plates lighter doesn't mean you go light. It means you start riveting more plates on until you have at least 50% armor penalty on your armor suit.
Gun Nut - Need I say more?
The listed takes up 12 perk slots out of 14. Giving you two extra slots. So here's the list of optional perks that you could get but isn't compulsory.
Nimble - Reduces armor penalty by 15%, giving you more movement points, which is always welcomed. Take this much later when you can spare the perk point.
Yell - If you're pumping intimidation, this skill is amazing. Yell at the right time and place and you'll be surrounded by people suddenly to inept (read: frightened) to manage attacking you.
Thick Skull - if you took the Con 10 build, this skill is pretty much a must. What's its for you ask? It's basically a stun-be-gone skills which leaves you with 35 AP instead of a lost turn. You'll still be able to burst at least once (twice with commando) with that amount of AP.
Last Stand - Another 10 Con build choice for perks. Use basically when all medicine are on cooldown and you're not able to overcome the enemy's firepower. Be warned your HP will be degraded to 1 two turns later, so end the fight before then.
Paranoia - Let the special forces in your emerge in the form of constant vigilance. See stealthed enemies more, increase your initiative by 5 (real reason why you even bother with this perk, so you don't start the round dead last) and reduce your chance of getting critically hit (means more of hit to armor, less to fleshy bits that don't like getting hit).
Blitz - Highly optional as you don't have a lot of movement points to begin with. But what little action points you gain from the perk could translate into 3 burst a turn, so don't underestimate it.
Gear next post.