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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={{ Double Tap (LWR)|text=1|topbotpad=10}}
|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={{ Fragmentation (LWR)|text=1|topbotpad=10}}
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}
|Corporal1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}
|Corporal1={{ Holo Rounds (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Packmaster (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Packmaster (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Fragmentation (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Bullseye (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ First Aid (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ First Aid (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ Danger Zone (LWR)|text=1|topbotpad=10}}
|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={{ Grenadier (LWR)|text=1|topbotpad=10}}
|GunSgt1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}
|GunSgt2={{ Ready For Anything (LWR)|text=1|topbotpad=10}}
|GunSgt2={{ Ranger (LWR)|text=1|topbotpad=10}}
|GunSgt3={{ Mayhem (LWR)|text=1|topbotpad=10}}
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}
|MSgt1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
|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

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Rocketeer

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
Fire Rocket
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
Light 'Em Up
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
Smoke and Mirrors
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
Grenadier
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
Holo Rounds
Holo Rounds

Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration].

Packmaster
Packmaster
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists.
Fragmentation
Fragmentation
Fragmentation

Explosives critically hit exposed targets, have double the bleed chance, and apply 2 stacks if they cause bleeding.


Sergeant
Bull Rush
Bull Rush
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
First Aid
First Aid
Grants 2 medikits.
Extra Conditioning
Extra Conditioning
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
Shock and Awe
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
HEAT Warheads
HEAT Warheads
HEAT Warheads

Explosives gain +40 penetration and apply 50% more shred.

Ranger
Ranger
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
Tandem Warheads
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
Danger Zone
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
Lock n' Load
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.


Stat Progression

Tactical Advice

Sample Builds

See also