Scout (LWR): Difference between revisions
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|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}} | |Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}} | ||
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}} | |LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}} | ||
|LCorporal2={{ | |LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}} | ||
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}} | |LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}} | ||
|Corporal1={{First Aid (LWR) |text=1|topbotpad=10}} | |Corporal1={{First Aid (LWR) |text=1|topbotpad=10}} | ||
|Corporal2={{ | |Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} | ||
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}} | |Corporal3={{Ranger (LWR) |text=1|topbotpad=10}} | ||
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}} | |Sergeant1={{Impact (LWR) |text=1|topbotpad=10}} | ||
Revision as of 14:28, 6 January 2022

The Scout is a unique class that doesn't have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout's signature ability is Reconnaissance, which allows them to detect nearby aliens when not engaged in combat.
- Primary Weapon: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.
- Secondary Weapon: Pistols, Machine Pistols, Sawed-off Shotguns.
- Class-Limited items: Marksman Scope
Abilities
| Rank | Ability | ||||||
|---|---|---|---|---|---|---|---|
Specialist |
Reconnaissance
Displays information on the nearest aliens that are not hiding after each non-dash move. Provides additional information on sneaking aliens. The first battle scanner used each turn costs 0 AP. Grants a free battle scanner. Grants Low Profile [Partial cover grants the defense and DR bonus of full cover]. Low Profile
Partial cover grants the defense and DR bonus of full cover. | ||||||
Lance Corporal |
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. |
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). |
Hit and Run
The first shot taken at a preoccupied target or target damaged each turn will leave this unit with 1 AP, but limits this unit to using only mobility, officer, psionic, and non-arm-based MEC actions until they reach 0 AP. After repositioning, shots gain +25% crit damage until next turn. | ||||
Corporal |
First Aid
Grants 2 medikits. |
Snapshot
Shots gain +20 crit and do not trigger reaction fire. |
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. | ||||
Sergeant |
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors. |
Disabling Shot
Fire a 0 AP 1 damage shot that disables the target's main weapon. Grants +1 ammo to primary weapons. Does not work against mechanical targets (except SHIVs). Cannot be used after activating In The Zone. 3 turn cooldown. Only for Sniper/Strike Rifles. |
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage. | ||||
Tech Sergeant |
Concealment
Grants an additional battle scanner. If this unit cannot be seen by any enemies and walks (not dashes) to full cover it will become and/or stay concealed. Enemies will not target this unit (but can sense it) when concealed. Leaving cover (that enemies have sight of), beginning a turn in sight of an enemy, being Holo'd, being flanked, and performing any action will break this concealment. Firing from concealment grants +3 crit damage and +30 crit. | ||||||
Gunnery Sergeant |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists. |
Precision Shot
Fire a shot that has no squadsight penalties, +30 aim, and +30 crit. The shot will never graze. 3 turn cooldown. Only for Strike/Sniper Rifles. |
|||||
Master Sergeant |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Shadowstep
This unit gains +0.6 mobility and does not trigger reaction shots or pursuit when walking (not dashing). After repositioning, shots gain +25% crit damage until next turn. | |||||
Attribute Progression
Predictable Potential:
| Rank | Attribute Gains | |||
|---|---|---|---|---|
| +1 | +6 | - | +6 | |
| - | +2 | - | +2 | |
| - | +2 | - | +2 | |
| - | - | - | - | |
| - | - | - | - | |
| - | - | - | - | |
| - | - | - | - | |
| Total | +1 |
+10 |
- |
+10 |
Tactical Advice
Role: Scout / Mobile Offense
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it's only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.
Scouts have a great deal of flexibility, thanks in part to their innate Low Profile, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:
- Scout: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever. A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using Shadowstep if any major threats choose to Overwatch. Even better is advancing under Concealment, which is an effective method of gaining vision with almost no risk, so long as it is employed properly. The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +5 aim to shots against spotted targets. They can be supplemented with Smoke & Mirrors later on for an extra charge.
- Mobile DPS / Off-DPS: The Scout can be specialized as a primary damage dealer thanks to the presence of multi-attack perks Hit and Run or Snapshot combined with other potent damage increasing abilities (Precision Shot, Bullseye, Ranger, and Vital Point Targeting), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with Snapshot even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters Hit and Run attacks.
- Utility / Fire Support: The Scout class contains a veritable toolbox of utility skills that can round out any squad. Concealment and Smoke & Mirrors can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like Mind Merge or Psychokinetic Strike. Battle Scanners offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with First Aid as well.
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. Concealment is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.
Sample Builds
Support Scout
To Be Added
Sample Support Build: Smoke and Mirrors -> Packmaster -> Disabling Shot -> Concealment -> Shadowstep -> Sprinter
Notes
- Extra Conditioning can be picked Shadowstep if you prefer survivability over maneuverability. First Aid can be taken over Sprinter if you prefer additional healing over movement range.
- Support Scouts can make excellent Officer candidates.
Recommended Equipment:
Strike Rifle Scout
To Be Added
Sample Strike Scout Build: Snapshot-> Bullseye -> Disabling Shot -> Concealment -> Precision Shot - Sprinter
Notes: Impact can be picked over Disabling Shot if you prefer better damage and the ability to cancel overwatch after a steadied shot over being able to disable an enemies weapon.
Recommended Equipment:
Hit and Run Scout
To Be Added
Sample : Snapshot-> Ranger -> Vital Point Targeting -> Concealment -> Shadowstep -> Sprinter
Notes: Impact can be picked over Disabling Shot if you prefer better damage and the ability to cancel overwatch after a steadied shot over being able to disable an enemies weapon.
Recommended Equipment:



















