Rocketeer (LWR)

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]. |
Tinker
Throw or launch grenades and devices 30% further. |
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 |
Ready For Anything
At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, overwatch activates. If this unit has not moved, reaction shots gain +10 aim. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists. |
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 |
Fragmentation Explosives critically hit exposed targets, have double the bleed chance, and apply 2 stacks if they cause bleeding. | ||||||
Gunnery 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. |
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. |
Bring 'Em On
This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight. | |||||
Stat Progression
Predictable Potential:
| Rank | Attribute Gains | |||
|---|---|---|---|---|
| +1 | +4 | - | +6 | |
| +1 | +1 | - | +2 | |
| +1 | - | - | +2 | |
| - | - | - | - | |
| - | - | - | - | |
| - | - | - | - | |
| - | - | - | - | |
| Total | +3 |
+5 |
- |
+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
Support Rocketeer
This build offers great utility while capable of outputting huge burst damage against mechs. Smoke and Mirrors coupled with packmaster gives us three uses of all equipped support grenades, and Bombard helps offset the Rocketeer's poor mobility. HEAT Warheads make Javelin Rockets shred mechs for a considerable amount of damage, while normal rockets are used to inflict widespread red fog and to maim biological enemies below half health.
Sample Support Rocketeer: Smoke and Mirrors -> Bombard -> Packmaster -> Shock and Awe -> HEAT Warheads -> Danger Zone
Recommended equipment: Javelin Rocket, Acid Grenade, Concussion Grenade, Assault Carbine
Recommended equipment for Psi: Javelin Rocket, Acid Grenade, Psi Grenade, Assault Carbine
Note:
- Psi soldiers work well in this build, as Mind Fray and Psi Panic give the Rocketeer some single-target utility.
- Conduit can be taken instead of Acid Grenade on Psi Rocketeers for incredible Javelin Rockets.
- Smoke Grenades are better utilized by other support classes.
Bullet Rocketeer
This build helps the Rocketeer provide fire support even when the rockets are on cooldown. Light 'Em Up and Holo Rounds help the entire squad do more damage, and Packmaster gives us utility and additional ammunition. Unlike other Holo support builds from the other classes, the Bullet Rocketeer's unique 'punch' brings more utility to the table, as rockets continue to be invaluable for cover destruction, regardless of whether you choose to pick perks to enhance them or not.
Sample Bullet Rocketeer: Light 'Em Up -> Holo Rounds -> Packmaster -> Shock And Awe -> Tandem Warheads -> Danger Zone
Recommended equipment: Alloy Bipod, Alien Grenade, Acid Grenade
Note:
- Rockets lose prominence as a damage AOE in the mid-late game, so it is suggested that the more aim your rocketeer has, the more you should consider choosing Ranger and Bring 'Em On instead of Tandem Warheads and Danger Zone.
- HEAT Warheads + Javelin Rockets is always an option for anti-mech utility.
- CST can be taken over Packmaster to further specialize in anti-mech utility.
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 additional explosive equipment that does not depend on low scatter and a direct line of sight. The Grenadier perk grants an additional use of equipped explosive grenades, and more importantly increases the Rocketeer's throw range, which is invaluable on such a low-mobility class. Fragmentation, Tandem Warheads, and Danger Zone maximize the Rocketeer's potential for widespread AOE damage.
Sample Demolitionist Build: Grenadier -> Fragmentation -> Packmaster -> Shock and Awe -> Tandem Warheads -> Danger Zone
Recommended Equipment: Grenades, Alloy Bipod, Assault Carbine
Note:
- Using a high health Rocketeer for this build is recommended for the increased throw range and reduced rocket scatter.


















