Ranger (LW2)
Class Overview
The Ranger class is focused towards operating at medium range with guns (and is quite unlike the vanilla Ranger class, which has been split into the Shinobi and Assault classes). Their signature ability is to be able to take standard shots without ending turn, allowing them to fire twice per turn baseline.
"Infantry" type Rangers (Left branch) focus on raw damage output with their rifle, pumping out accurate directed fire to secure kills and set up kills for their allies, but are less effective at responding to enemy actions on their turn.
"Defender" type Rangers (Right branch) master overwatch fire, to the point of achieving more shots during the enemy turn than most XCOM soldiers can muster during their own turn, but sacrifice potential punch with directed fire, and can be shut down by enemies packing Shadowstep or Lightning Reflexes.
Due to their front/midline nature and tendency to seek out high quality cover front and center of an enemy force, with supporting allies close behind and assaulting allies ahead and to the sides, Rangers make excellent Officer candidates. The center branch has myriad options for defense, including the vital "Tactical Sense" perk, to help protect your Leader investment.
Weapons
Primary: Rifles, SMGs, Shotguns.
Secondary: Sawed-off Shotgun
Rather than a melee weapon, Rangers carry a Sawed-off shotgun as their secondary weapon. This weapon is capable of huge amounts of damage at point blank range, but has a fixed two shots and can't be reloaded.
Abilities
Mouse-over for more information.
Rank | Ability | ||
Squaddie |
Fire your sawed-off shotgun at a nearby enemy. |
Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage. |
Taking a standard shot with your primary weapon as your first action no longer ends your turn. |
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Infantry | Defender | ||
Lance Corporal |
Take a highly accurate shot with +30 bonus to hit but for half damage and -30 crit. Uses 2 ammo. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Corporal |
Gain +10 aim and +10 crit for successive shots at the same enemy unit. |
Gain two extra ammo in your sawed-off shotgun. |
Overwatch shots can now be triggered by any enemy action, not just movement. Targets of overwatch shots receive -10 aim for the rest of the turn whether or not the shot was triggered because of this ability. |
Sergeant |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
You do one additional point of base damage when using guns. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Staff Sergeant |
Confers +10 aim and +10 critical chance against targets at half or less of their original hit points. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown. |
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposes a -25 penalty to the target's aim. |
Tech Sergeant |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Missed shots with your primary weapon have an additional roll to become a graze. |
Gunnery Sergeant |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots. Each enemy can only be the target of one shot. |
Master Sergeant |
A Rupture shot has a large bonus to crit chance and ensures that the target takes an additional +3 damage from all attacks in the future. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. |
- Covering Fire reaction shots against enemies in cover will respect that cover in to-hit calculations.
- Rapid Reaction does not trigger on reaction shots from using Suppression.
- Rapid Reaction triggers on a graze.
- Locked On works with reaction fire shots.
- Ever Vigilant is canceled by free actions, including Open/Close Door and Free Reload.
- Ever Vigilant is canceled by loot pickups.
Stat Progression
- This class also gains 2 points of strength, though it's only used for alien abilities.
See Also
XCOM Units in Long War 2 | ||||||||||||||||||||||||||
Starting |
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Unlockable |
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