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Technical (LWOTC)

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Technical
Technical
Our Technicals are trained to use certain heavy weaponry, the rocket launcher and flamethrower, to provide critical "cover-busting" and "crowd control" support during firefights.

Class Overview

The Technical class brings XCOM 2's midgame Rocket and Flamethrower heavy weapons (normally reserved for use on EXO or WAR suits) to a regular soldier's everyday use. Technicals are assets ready to bail you out of a bad situation or push through a tough stalemate like no-one else can. Spend their limited heavy weapons charges wisely at pivotal points in your missions, and their burning and blasting won’t let you down. Though similar in position-clearing capability to their fellow grenadiers, Technicals must get close (or accurate) in order to use their heavy weapons; thankfully, unlike Grenadiers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline soldiers.

Branches

"Rocketeer" type Technicals focus on the rocket launcher, expanding the soldier's capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket's wake make an unsuitable defensive position should XCOM need to occupy it.

"Striker" type Technicals can also enjoy a variety of alternate perks that make them capable riflemen; if the basic functions of the Gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use.

"Pyrotech" type Technicals overhauls the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks.


Weapons

Primary: Rifles, SMGs, Shotguns.

Secondary: Gauntlet

The Technical's Gauntlet lets them fire a rocket once and a flamethrower twice. Technicals can boost the ammo counts of their rockets OR flamethrower by equipping EXO or WAR armor; rather than the usual heavy weapon option (Shredder gun), Technicals can choose from a bonus rocket/concussion rocket or bonus flamethrower/roust charges. This doesn't penalize their mobility.

Abilities

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
Squaddie
Heavy Weapons
*The XCOM gauntlet is an advanced device that carries both a mini-rocket launcher and a flamethrower. *The Rocket Launcher carries one rocket initially and that has a three-tile radius for its area of effect. *It may target anything in sight range. *Damage from rockets falls off from the point of impact. *The flamethrower is a short-range weapon that causes damage to multiple targets within a cone-shaped area of effect spanning 5 tiles wide and and 7 tiles length. *The flamethrower has two uses per battle. It does not damage mechanical units without upgrades. *The flamethrower has a 60% chance to inflict burn and has about a 50% chance to burn tiles within the area. *Using either gauntlet ability requires one action and ends your turn. *Rocket accuracy is affected by the soldier's aim, target distance, and whether the soldier has used any actions already this turn. Low accuracy-rockets will have higher scatter values, meaning they are more likely to miss the target tile by greater distances. The rocket's maximum possible scatter is noted in the popup, while a value appearing with the targeting cursor will show the expected (average) scatter for a shot on that location.
This soldier is trained to use the XCOM gauntlet, a combination Rocket Launcher and Flamethrower.
Rocketeer Striker Pyrotech
Lance Corporal
Lance Corporal
Fire in the Hole
*Your rockets are more likely to hit their intended point of impact, or at least close to it. *The maximum it can miss by is reduced by two tiles.
Your rockets are more accurate.
Rapid Fire
*Rapid Fire has a 1 turn cooldown.
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
Napalm-X
*Your Flamethrower can now panic enemies. Enemy units must pass a will check to avoid panic. *The chance to panic is 75% + 50/65/85%, depending on soldier's gauntlet tier, and is negatively affected by target's Will score.
Your Flamethrower can now panic enemies, and enemies set on fire take 1 additional damage per tick.
Corporal
Corporal
Concussion Rocket
*One use per mission. * It is guaranteed to disorient targets and has a 20% chance to stun. *Requires one action and ends the soldier's turn. *Elite Codexes and Psi Zombies are immune to all effects including damage. *Allies cannot be injured by this attack.
Fire a special rocket that does 2 damage but has a chance to stun or disorient organic enemies within its area of effect.
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Roust
* Has a 50% chance to set enemies in the area of effect on fire and does limited damage. * The narrow jet of flame has less impact on the environment. * The area of effect is 50% less wide and 50% longer than the standard flamethrower reaching about 2.5 tiles wide and 10.5 tiles long. * Units hit by the shot will be forced to move, often triggering overwatch fire. * Units hit will be debuffed losing 6 mobility and 10 defense for 1-turn. * One use per mission, but can gain an additional use with additional gear. * Cannot be used from concealment.
Special Flamethrower shot that does limited damage but forces enemies to change their position and applies a special debuff.
Sergeant
Sergeant
Biggest Booms
*Grenades, standard rockets, and MEC micromissiles can inflict critical damage (50% chance for +3 damage). *50% chance for critical damage is not affected by other critical chance modifiers. *Does not apply to non-damaging grenades or the concussion rocket or Bunker Buster abilities. *Grenade crits will grant +1 damage to ongoing damaging effects such as fire.
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage).
Shredder
*A successful shot with a conventional weapon will shred 1 armor from the target. *More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.
Burnout
*When fired, your Flamethrower leaves a small smoke cloud around your position, providing a +20 defensive bonus to anyone within. *Area of effect radius of smoke cloud is 1.5 tiles.
Activating your Flamethrower leaves a small smoke cloud around your position, providing a defensive bonus.
Staff Sergeant
Staff Sergeant
Javelin Rockets
*The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range.
The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.
Phosphorus
*Your flamethrower can now ignore fire immunities being able to deal damage to targets but does not affect their burn immunity. *Flamethrower attacks shred 1 armor per gauntlet tier.
Your flamethrower's base damage can now ignore fire immunities, and shred armor.
Tech Sergeant
Tech Sergeant
EMP Rocket
*This rocket deals 1-2/2-3/3-4 damage depending on gauntlet tier and stuns robots for 2AP. *The rocket has a 5 tile AOE diameter
Fire a special rocket which deals a small amount of damage but shuts down all robotic units for a turn.
Rupture
*Rupture requires 3 ammo points. *Rupture has a 4 turn cooldown. *Ruptured targets take 3 additional damage from every attack.
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.
Incinerator
*The length of the flamethrower increases by 2 tiles and the width increases by 1 tile.
Your flamethrower has an increased range and covers a wider area of effect.
Gunnery Sergeant
Gunnery Sergeant
Salvo
*Soldiers with the Salvo ability are prime candidates for heavy armor.
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
Implacable
*The Fleche ability cannot be used after gaining a bonus move from Implacable.
If you score one or more kills on your turn, you are granted a single bonus move.
Quickburn
*Activate so your next use of the flamethrower will not cost an action. *Quickburn has a 5 turn cooldown.
Activate so your next use of the flamethrower will not cost an action.
Master Sergeant
Master Sergeant
Bunker Buster
*Fire a special rocket with a large area of effect that does moderate damage to enemies but huge damage to buildings, vehicles and other objects in the environment. *Requires both actions and usable only once per mission.
Fire a special rocket that destroys buildings and other objects in the environment.
Crusader's Rage
*Wound reduction does not work if the soldier entered a bleeding out state during the mission.
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP.
Firestorm
* This will light fires and do fire damage to all enemies in a circle around the soldier's position, doing +2 bonus damage over regular Flamethrower attacks. * Requires two action point and will end the soldier's turn when used. * This ability does not benefit from Quickburn * It is not recommended the soldier uses Firestorm on rooftops.
Once per battle, dash to a position within movement and attack all units in a complete circle around the soldier's position. Also grants immunity to fire.

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/20/30 AP per tier for offensive perks, 10/15/25 AP per tier for defensive perks and 35 AP for Tier 4 perks.

Tier 1 Defensive
10 AP
Tier 1 Offensive
10 AP
Tier 2 Defensive
15 AP
Tier 2 Offensive
20 AP
Tier 3 Defensive
25 AP
Tier 3 Offensive
30 AP
Tier 4
35 AP
Fortify
* Activate to grant the soldier +20 defense until the beginning of the soldier's next turn. * This ability is a free action and has a 3-turn cooldown.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown.
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Shredder Rocket
* This rocket shreds 3/4/5 points of armor, applies 1/2/3 point of Rupture, deals 2.5/3.5/4.5 damage and 15 environmental damage depending on gauntlet tier. * The rocket has the same area of effect as a Frag Grenade.
Fire a special rocket which shreds and ruptures targets in a small area.
Moving Target
Gain 15 defense and 50 dodge against reaction attacks.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Close Combat Specialist
*Will not trigger if soldier is concealed. *You may shoot at each enemy with this ability once per turn. *Each shot requires 2 ammo.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Volatile Mix
*Your grenades do regular and environmental damage in the expanded area of effect, and apply any additional effects there as well.
Your grenades' area of effect is increased by one tile.
Deep Cover
*Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
If you did not attack this turn, hunker down automatically.
Maim
*Fire a shot with your primary weapon that does normal damage and immobilizes the target until the end of their next turn. *Useful to isolate a high-value target during an ambush. *Uses 1 ammo. *Maim has a 3 turn cooldown.
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.
Resilience
*Enemy attacks against you suffer a -30 penalty to critical hit chances.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
Anatomy
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
Shockwave
*Shockwave does not apply to flashbang grenades or other grenades that do not deal damage.
Your damaging grenades and gauntlet rockets decrease enemy defense by 15 and dodge by 20 for 1 turn.
Paramedic
*Gain a free medikit. Equipped medikits have 2 extra charges *Gain the ability to dash to an ally and use a medkit. This ability still costs 1 action and is non turn ending like a regular medkit.
Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges.
Close and Personal
*Confers +30 critical chance against adjacent targets. *Bonus reduced by 5 for each additional tile of distance from the target, down to 0 at 7 or more tiles.
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Shellshock
* Shellshock does apply to flashbang grenades.
Your grenades and gauntlet rockets decrease enemy aim by 10 and critical chance by 15 for 1 turn(s).
Full Kit
*Grants +1 charge per grenade item in a utility slot. *Applies to explosive and support grenades as well as Battle Scanners. *Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.
Grants +1 charge per grenade item in a utility slot.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Tandem HEAT Warheads
*Grenades that do not innately shred any armor do not benefit from the additional shred. Damage increase does not apply to Environmental damage.
Your grenades now pierce up to 2 point(s) of armor, shred 0 additional point(s) of armor, and do full damage to units to the maximum extent of their area of effect.
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
Bombardier
*Your grenades have 2 tiles extra range. *This includes both launched and thrown grenades.
You may throw or launch grenades two additional tiles.
Focused Defense
* The bonus doesn't apply against melee attacks. * If multiple enemies are equally distant, you get the bonus against all of them.
You get an additional 20 Defense and 20 Dodge against attacks by the closest visible enemy while not flanked.
Needle Grenades
*You have received extra training that enables you to employ explosive grenades that deploy specialized slivers that leave enemy loot and corpse intact and tears through unreinforced material. *Loot and corpses of enemies killed by any other explosives of this soldier, such as heavy weapons, are also preserved.
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies.
Brawler
Take 35% less damage from any melee attack, or attacks from within 5 tiles.
Stiletto
*Shots fired with your primary weapon pierce 3 armor.
Shots fired with your primary weapon pierce 3 armor.
Double Tap
*Activate to fire a standard shot and gain a second action restricted to several different shooting abilities or overwatch. *Double Tap has a 2 turn cooldown. *Costs the same action it would take to fire a standard shot (Snipers cost 2 AP and all other weapons cost 1)
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching.
Lick Your Wounds
*Hunker Down restores 2 health when used, up to a maximum of 8 per mission. *Removes poison, burning, and acid burning.
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning.
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
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.
Dedication
*Gain 2 mobility and ignore reaction fire for the rest of the turn. *Free action. *Dedication has a 4 turn cooldown.
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
Slug Shot
*Special shot for primary-weapon shotguns only: Fire a shot with no range penalties. *The shot will pierce 2 armor point(s). *The shot also gains +10 aim *Slug shot has a 2 turn cooldown. *Requires 1 ammo.
Special shot for primary-weapon shotguns only: Fire a shot that pierces 2 armor and has no range penalties. Uses 1 ammo. Has a 2 turn cooldown.
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Priority Target
* If multiple enemies are equally distant, you get the bonus against all of them.
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy.
Hit and Run
*Cannot be used on the same turn as Run and Gun. *Bonus full actions from Serial and Death from Above will be awarded first.
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters.
Precision Shot
*Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. *Precision Shot has a 4 turn cooldown.
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown.
Close Encounters
*Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. *A red ring will mark the range of this ability. *Close Encounters cannot be used on the same turn as Run and Gun.
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run.
Shock and Awe
Template:Shock and Awe (LWOTC)/Info
You equip one additional rocket.

Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 1 0 1 0 1 0 1
Aim
Aim
4 2 2 2 2 2 2 2
Will
Will
4 4 0 0 0 0 0 0
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
4 6 8 10 12 14 16 18
Will
Will
4 8 8 8 8 8 8 8

Sample Builds

See Also

XCOM Units in Long War of the Chosen
Starting

Overview

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
Unlockable

Psi Operative

SPARK

Officers
Faction

Reaper

Skirmisher

Templar