Ranger (TJ)

Class Overview
The Ranger class is focused towards operating at medium range with guns (and is quite unlike the vanilla Ranger class, which has been split into the Shinobi and Assault classes). Their signature ability is to be able to take standard shots without ending turn, allowing them to fire twice per turn baseline.
"Infantry" type Rangers focus on raw damage output with their rifle, pumping out accurate directed fire to secure kills and set up kills for their allies, but are less effective at responding to enemy actions on their turn.
"Pointman" type Rangers focus on the raw power of the sawed-off shotgun, further improving the massive burst of damage it can deal while also gaining more ammo to continuously use it but due to the severely limited range lacks reach making it difficulty to fully utilize.
"Defender" type Rangers master overwatch fire, to the point of achieving more shots during the enemy turn than most XCOM soldiers can muster during their own turn, but sacrifice potential punch with directed fire, and can be shut down by enemies packing Shadowstep or Lightning Reflexes or simply slippery enemies such as Archons.
Due to their front/midline nature and tendency to seek out high quality cover front and center of an enemy force, with supporting allies close behind and assaulting allies ahead and to the sides, Rangers make excellent Officer candidates.
Weapons
Primary: Rifles, SMGs, Shotguns.
Secondary: Sawed-off Shotgun
Rather than a melee weapon, Rangers carry a Sawed-off shotgun as their secondary weapon. This weapon is capable of huge amounts of damage at point blank range, but has a fixed two shots and can't be reloaded.
Abilities
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| Rank | Ability | |||||
Squaddie |
Fire your sawed-off shotgun at a nearby enemy. |
Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage. | ||||
|---|---|---|---|---|---|---|
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. |
You do one additional point of base damage when using guns. | |||||
| Infantry | Pointman | Defender | ||||
Lance Corporal |
Take a highly accurate shot with +30 bonus to hit 66% damage and -30 crit. Uses 2 ammo. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. | |||
Corporal |
Gain +20 aim and +10 crit for successive shots at the same enemy unit. |
Gain two extra ammo in your sawed-off shotgun. |
Missed attacks have an additional roll to become a graze. | |||
Sergeant |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Kills with your primary weapon restore one sawed-off shotgun charge. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. | |||
Staff Sergeant |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown. |
During enemy turns, fire a free shot that can critically hit with your sawed-off shotgun at any visible enemy within 3 tiles who moves or fires. | |||
Tech Sergeant |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Once per turn, take a reaction shot with your assault rifle at a visible enemy that has taken an offensive action. The reaction shot ignores cover bonuses. | |||
Gunnery Sergeant |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots. | |||
Master Sergeant |
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future. |
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. | |||
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/10/15/20/25/30/35 AP by tier.
| Tier 1 10 AP |
Tier 2 10 AP |
Tier 3 15 AP |
Tier 4 20 AP |
Tier 5 25 AP |
Tier 6 30 AP |
Tier 7 35 AP |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Grants 1 free explosive grenade item to your inventory. |
Makes partial cover count as full. |
Killing organic enemies with your sawed-off shotgun have a 50% chance to panic other organic enemies within 10 tiles of the target. |
Mark a target, giving you +50 Crit chance and +50 Defense against it for 3 turns. This ability doesn't cost an action. Has a 3 turn cooldown. |
Your weapon attacks pierce 2/3/4 additional points of armor. |
Increases damage against organic targets by 30%. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Firing the sawed-off shotgun no longer ends the turn. |
This soldier does not trigger overwatch or reaction fire. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded. |
All your attacks deal +2 damage. |
Equipped medikits have 2 extra charges. |
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy. |
Each time you score a kill, you gain 1 Shield. Passive. |
Grants an extra utility item slot only usable for ammo. Ammo in this slot will not drain mobility, even if it will be displayed as such in the armory. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Kills with your primary weapon restore 1 ammo. |
Enter overwatch after firing a turn ending standard shot with your primary weapon. |
Grants a free Medikit. |
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses. |
Gain a bonus move action this turn. 3 turn cooldown. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Once per mission, become immune to death and incapacitation until the end of your next turn. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
Take an action after dashing. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown. |
Reduces Wound Timers by 3 HP. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Killing a panicked or disoriented enemy with your sawed-off shotgun refunds one action point. |
It's time for war. This soldier is granted a grenade slot as well as a heavy weapon slot, regardless of armor worn. |
There is a chance of an extra loot drop whenever you are on a mission. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
Whenever you enter overwatch or use suppression, you gain 20 Defense until the start of your next turn. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
Gain +1 damage to your primary weapon attacks for each turn that you do not move. Passive. |
Gain +15 aim against unflankable enemies and additional +15 aim if they are large or flying. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
A melee finisher that never misses and does not end your turn even when used with a dash move, but can only target damaged enemies on 3 or less HP. Can be used once per turn. 3 turn cooldown. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
You have one free smoke grenade and one free flashbang use on every mission. |
Gain additional Crit chance and Mobility while equipped with a shotgun. |
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
When in overwatch, you may take two reaction shots. |
You are immune to multi-target and area attacks. |
Your primary weapon attacks shred armor. |
As a free action, reload your weapon. Can be used every 3 turns. |
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Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 0 | 1 | 0 | 0 | 1 |
Aim |
5 | 4 | 4 | 3 | 1 | 1 | 1 | 1 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 1 | 2 | 2 | 2 | 3 |
Aim |
5 | 9 | 13 | 16 | 17 | 18 | 19 | 20 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |