Rocketeer (LWR): Difference between revisions
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{{Class Tree (LWR)| | {{Class Tree (LWR)| | ||
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}} | |Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}} | ||
|LCorporal1={{ | |LCorporal1={{ Light 'Em Up (LWR)|text=1|topbotpad=10}} | ||
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}} | |LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}} | ||
|LCorporal3={{ | |LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}} | ||
|Corporal1={{ | |Corporal1={{ Holo Rounds (LWR)|text=1|topbotpad=10}} | ||
|Corporal2={{ Packmaster (LWR)|text=1|topbotpad=10}} | |Corporal2={{ Packmaster (LWR)|text=1|topbotpad=10}} | ||
|Corporal3={{ | |Corporal3={{ Fragmentation (LWR)|text=1|topbotpad=10}} | ||
|Sergeant1={{ | |Sergeant1={{ Bullseye (LWR)|text=1|topbotpad=10}} | ||
|Sergeant2={{ First Aid (LWR)|text=1|topbotpad=10}} | |Sergeant2={{ First Aid (LWR)|text=1|topbotpad=10}} | ||
|Sergeant3={{ | |Sergeant3={{ Extra Conditioning (LWR)|text=1|topbotpad=10}} | ||
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}} | |TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}} | ||
|GunSgt1={{ | |GunSgt1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}} | ||
|GunSgt2={{ | |GunSgt2={{ Ranger (LWR)|text=1|topbotpad=10}} | ||
|GunSgt3={{ | |GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}} | ||
|MSgt1={{ | |MSgt1={{ Danger Zone (LWR)|text=1|topbotpad=10}} | ||
|MSgt2={{ Lock n' Load (LWR)|text=1|topbotpad=10}} | |MSgt2={{ Lock n' Load (LWR)|text=1|topbotpad=10}} | ||
}} | }} | ||
Revision as of 14:07, 20 November 2020

The Rocketeer class is similar to vanilla. Their signature ability is Fire Rocket.
- Primary Weapon: Assault Rifles, Battle Rifles, Carbines, SMGs.
- Secondary Weapon: Rocket Launcher.
- Class-Limited items: Rocket, Shredder Rocket.
Abilities
| Rank | Ability | ||||||
|---|---|---|---|---|---|---|---|
Specialist |
Fire Rocket Grants the ability to use and equip a rocket launcher. Rocket scatter is affected by max base HP. Firing a rocket with 1 AP triples scatter and decreases range by 20%. 2 turn cooldown. | ||||||
Lance Corporal |
Light 'Em Up
Standard shots cost only 1 AP and gain both +3 penetration and +0.5 damage for each instance of damage their target took this turn. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. |
Grenadier Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades and MEC launchers receive an additional use and have no weight. | ||||
Corporal |
Holo Rounds Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration]. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists. |
Fragmentation Explosives critically hit exposed targets, have double the bleed chance, and apply 2 stacks if they cause bleeding. | ||||
Sergeant |
Bullseye
Grants +25 aim, +25 crit and +25% crit damage to shots fired at 2 AP, steadied shots or shots at preoccupied targets (double bonus if two conditions are met, triple if all three). |
First Aid
Grants 2 medikits. |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. | ||||
Tech Sergeant |
Shock and Awe Equipped Javelin rockets gain an additional use. Rockets gain +25% damage. Explosives apply 50% more shred. Grants +1 small equipment slots. | ||||||
Gunnery Sergeant |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads. |
Tandem Warheads Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%). | |||||
Master Sergeant |
Danger Zone
Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target. Upgrades suppressive fire against airborne units to 60% standard shot damage. |
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon. | |||||


















