로켓병 (롱 워 리밸런스)
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 unaffected by aim but decreases by 4% per HP above average. Firing a rocket with less than 2 AP triples scatter. 2 turn cooldown. | ||||||
![]() Lance Corporal |
Double Tap
Shooting or using burst allows this unit to fire an extra shot (at +30 aim if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and will not trigger non-suppression reaction shots. Equipped support grenades receive an additional use. |
Fragmentation
Explosives can critically hit (dealing 150% damage). Grants +50 explosive crit. [Hitting an exposed target grants an additional +50 explosive crit] | ||||
![]() Corporal |
HEAT Warheads
Explosives gain +4 penetration and double the chance to disorient a target through Concussive Blast. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. |
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%). | ||||
![]() Sergeant |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty, gain double the close-range aim bonus, and reloading costs only 1 AP. |
First Aid
Grants 2 medikits. |
Danger Zone
Gunners/Exalt: Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target. Rocketeers/Engineers/Goliaths: +35% radius and +1 damage to explosives. | ||||
![]() Tech Sergeant |
Shock and Awe
Rocket launchers, extra equipped rockets, grenade launchers, and MiNE launchers gain an additional use. Grants Slayer. | ||||||
![]() Gunnery Sergeant |
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +10 aim and +1 penetration] them for 3 turns. Units with this perk gain double the aim and penetration. |
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. Increases the stagger chance on all reaction fire by 50%. |
Mayhem
Suppressive fire damage occurs immediately. Grants +65% weapon damage to grenades, sniper rifles, and strike rifles. | ||||
![]() Master Sergeant |
Extra Conditioning
Grants +2 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Bullseye
Steadying a weapon costs only 1 AP. Grants +30 aim, +30 crit, and +30% weapon damage against targets on overwatch. |
Stat Progression
Tactical Advice
Role: Mid/Long range Offensive Support.
An offensive support class, whose value depends on the players playstyle. The Rocketeer's speciality is the Rocket Launcher that they carry with them.
Even though they are less reliable than grenades, the Rocket Launcher's primary uses are still the same as in vanilla: clearing tightly packed groups or soft cover, while letting the rest of the squad clean up any stragglers.
A key strength of the Rocketeer is the Javelin Rockets they have access to, which have greatly reduced radius, but high damage and minimal scatter. Javelin Rockets also apply Shredded to affected targets, thereby increasing damage dealt by the entire squad.
With perks like Double Tap, and Ranger, the Rocketeer can hold their own during firefights if built as a rifleman, though less so than Infantry or Gunners.
Unlike vanilla, Rocketeers no longer rely on their Aim to determine how precisely they can aim their rockets. It can be valuable to end a Rocketeer's turn with steady weapon rather than overwatch. The Alloy Bipod can reduce scatter further due to its Platform Stability perk.
Due to the way that rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.
Rocketeers excel at removing groups of flying enemies; a Rocketeer with the HEAT Warheads perk can not only eliminate the support drones surrounding a Cyberdisc, but also inflict significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.