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:'''Primary Weapon''': Marksman Rifles, Arc rifle, Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
:'''Primary Weapon''': Marksman Rifles, Arc rifle, Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
:'''Secondary Weapon''': Pistols, Machine pistols, Sawed-off Shotgun.
:'''Secondary Weapon''': Pistols, Machine pistols, Sawed-off Shotgun.
:'''Class-Limited items''': Illuminator Gunsight, Marksman Scope  
:'''Class-Limited items''': Marksman Scope, Chameleon Suit


== Abilities ==
== Abilities ==

Revision as of 16:14, 20 October 2014

Scout

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 Lightning Reflexes, greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use marksman rifles, but they cannot use sniper rifles.

Primary Weapon: Marksman Rifles, Arc rifle, Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
Secondary Weapon: Pistols, Machine pistols, Sawed-off Shotgun.
Class-Limited items: Marksman Scope, Chameleon Suit

Abilities

Rank Ability

Specialist
Lightning Reflexes
Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.
Provides +1 Mobility.

Lance Corporal
Rapid Reaction
Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
Holo-Targeting
Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
Damn Good Ground
+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).
Provides +2 Aim +2 Will. No other bonuses. Provides +2 Aim.

Corporal
Battlescanner
Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
Flush
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
Lone Wolf
+10 Aim and Crit when no allies within 7 tiles.
Provides +1 Mobility. Provides +1 Mobility. Provides +1 Mobility.

Sergeant
Ranger
Primary weapons do 1 additional damage.
Low Profile
Makes partial cover count as full.
Sprinter
Allows the soldier to move 3 additional tiles.
No other bonuses. No other bonuses. No other bonuses.

Tech Sergeant
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
Smoke and Mirrors
Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1.
Provides +1 Mobility. No other bonuses. Provides +2 Aim.

Gunnery Sergeant
Lock N' Load
Primary weapons receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reload their primary weapon as their first action without ending the turn.
Resilience
Confers immunity to critical hits.
Squad Sight
Allows firing at targets in any ally's sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.
No other bonuses. Provides +3 Will. No other bonuses.

Master Sergeant
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Vital Point Targeting
Additional 2 damage against any human target and alien targets whose species has been autopsied
In The Zone
Killing a flanked or uncovered target with a primary weapon does not cost an action.
No other bonuses. Provides +3 Aim. No other bonuses.


Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 0 0 4 4
Lance Corporal 0 0 4 8
Corporal 1 1 3 11
Sergeant 0 1 3 14
Tech Sergeant 0 1 3 17
Gunnery Sergeant 0 1 4 21
Master Sergeant 1 2 4 25


Tactical Advice

Role: Scout / Mobile Offense

In Long War, battlefield awareness is very important and the rebalanced ranges for weapons mean that line of sight and situational awareness is more important than ever. This is where the Scout comes into play.

Scouts have a great deal of flexibility in how they can be built. Here are some roles they can fill:

  • Point-man

A major role of the Scout class is leading the charge, drawing out overwatch fire with their Lightning Reflexes so that the rest of the squad can advance. A Scout specialized in this role will be built defensively, with perks such as Tactical Sense, and Resilience. Resilience is particularly important, since some aliens have Opportunist, and even with Lightning Reflexes eventually your scout will be hit by overwatch fire. They will typically be armed with SMGs for mobility, though any weapon can work.

  • Close range combatant

Scouts are mobile enough to act a lot like an Assault, getting flanks at close range even without Run & Gun. A key perk to getting the most out of Scouts in this role is In The Zone, allowing a Scout to move up to an enemy, kill them (or even several of them) with flanking shots and then move back to safety. Shotguns are the weapon of choice for this role, since failing to fully kill an enemy will cause In The Zone not to proc and leave the Scout in a very vulnerable position.

  • Mid-to-long range flanker

A flanker Scout will use their mobility to move around the side and get a flanking shot at medium-to-long range, either with a Marksman Rifle or Assault Rifle. Squadsight is available to allow the Scout to use the full range of marksman rifles to make this easier.

Any of these roles can also benefit from the Scout's support perks such as Holo-Targeting, Battle Scanner and Flush.

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.

See also

Long War: Soldiers 
Soldiers
Soldiers

Soldiers

Assault

Infantry

Rocketeer

Gunner

Sniper

Scout

Medic

Engineer
MEC
MEC

MEC Troopers

Marauder

Valkyrie

Archer

Goliath

Jaeger

Pathfinder

Guardian

Shogun
Sub-classes and abilities
Sub-classes and abilities

Officers

Psionics

Gene Mods

S.H.I.V.s