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| rank1-hp=0-1 (50%) | rank1-aim=+2-6 | rank1-mob=- | rank1-will=+3-9
| rank1-hp=0-1 (50%) | rank1-aim=+2-6 | rank1-mob=- | rank1-will=+3-9
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Revision as of 22:49, 5 January 2021

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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.


Attribute Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist 0-1 (50%) +2-6 - +3-9
   Lance Corporal 0-1 (50%) +0-2 - +1-3
   Corporal 0-1 (20%) - - +1-3
   Sergeant 0-1 (20%) - - -
   Tech Sergeant 0-1 (20%) - - -
   Gunnery Sergeant 0-1 (20%) - - -
   Master Sergeant 0-1 (20%) - - -
Total Health
+0-7
Aim
+2-8
Mobility
0
Will
+5-15

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +1 +4 - +6
   Lance Corporal +1 +1 - +2
   Corporal - - - +2
   Sergeant - - - -
   Tech Sergeant - - - -
   Gunnery Sergeant - - - -
   Master Sergeant - - - -
Total Health
+2
Aim
+5
Mobility
0
Will
+10

Tactical Advice

Role: Crowd Control / Cover Destruction / Offensive Support

The Rocketeer's tactical role is best described as a support weapon. It is a slow and unwieldy class, but carries invaluable armament big enough to bring a FUBAR scenario under control given enough time. Their starting Fire Rocket perk grants two rockets with a two turn cooldown between firing, and their other perks generally focus on adding a secondary supportive role to the Rocketeer between firing. It's always best for Rocketeers to fire with a steadied weapon, but firing with two AP in a pinch is still effective if the target area is at mid-range. Keep in mind that rocket scatter decreases by 4% per HP above average. Rocketeers should operate towards the rear of the squad, safe from any flanks or incoming fire.

Rocketeers do not benefit from a high aim stat and generally stay still to fire their weapon. Given that the rocketeer's armament can literally blow up an aggressor's position, positioning and therefore mobility is also generally unnecessary for this class, aside from a clear line of firing to the target.

Note that if you are playing without Red Fog, then the Rocketeer's tactical potential will be considerably stunted.

Sample Builds

Demolitionist

This build focuses on improving the cover destruction abilities of the rocketeer while the Fire Rocket perk is on cooldown, and grants the rocketeer damaging equipment that does not depend on aim or a direct line of sight. The Grenadier perk grants two uses of an equipped explosive grenade, and more importantly increases the throwing range of the grenadier, which is invaluable on such a low-mobility class. It allows the Rocketeer to provide indirect fire and cover destruction for the rest of the squad. Fragmentation, Tandem Warheads, and Danger Zone maximize the Demolitionist's explosive potential for widespread crowd control damage.

Note that this build can free the Engineers in your barracks to specialize into anti-mech or support builds.

Sample Demolitionist Build: Grenadier -> Fragmentation -> Extra Conditioning -> Shock And Awe -> Tandem Warheads -> Danger Zone

Grenadier
Grenadier
Fragmentation
Fragmentation
Extra Conditioning
Extra Conditioning
Shock and Awe
Shock and Awe
Tandem Warheads
Tandem Warheads
Danger Zone
Danger Zone

Recommended Equipment: HE Grenades, Alien Grenades, Alloy Bipod, Assault Carbine

Notes: HEAT Warheads can be taken instead of Tandem Warheads for some incredible anti-mech results, especially with Javelin Rockets. Ranger can be taken instead of Tandem Warheads for better grenade throwing range, but keep in mind that you miss out of the 20% explosive radius increase on those same grenades. Packmaster can be taken instead of Fragmentation for an extra grenade if you don't like playing with dice.

See also