Rocketeer (LWR)

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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 Launcher, Extra Rocket, Javelin Rocket.


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Fire Rocket
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.
RANK CORPORAL.png
Lance Corporal
Light 'Em Up
Light 'Em Up
Standard shots gain +1 damage and +10 crit for every instance of damage their target took this turn and cost only 1 AP.
Smoke and Mirrors
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.
Grenadier
Grenadier
Using a destructive grenade costs only 1 AP. Equipped destructive grenades receive an additional use.
RANK SERGEANT.png
Corporal
Holo Rounds
Holo Rounds
Firing at a target marks them, preventing concealment/stealth and granting +10 aim and +1 penetration to all shots at them for the next 3 turns.
Danger Zone
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: +50% radius to explosives.
Packmaster
Packmaster
Equipped medikits, grenades, mists, and beacons receive an additional use. Grants +1 ammo to non-electric primary weapons.
RANK LIEUTENANT.png
Sergeant
Snap Shot
Snapshot
Shooting or Overwatching will not trigger reaction fire. For XCOM only: Grants a 20% chance for shots to cost 0 AP and an additional reaction shot on Overwatch.
Ranger
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. Removes the sidearm long-range aim penalty and doubles the sidearm close-range aim bonus.
Tinker
Tinker
Concussion and Psi grenades Shred [Damage received is increased by 20% (plus 1% for each shred damage dealt)] their targets as if they took 10 shred damage. Acid grenades strip 35% of armor HP on detonation. Grants +20% throw range.
RANK CAPTAIN.png
Tech Sergeant
Shock and Awe
Shock and Awe
Rockets, standard shots, and Collateral Damage gain +x% weapon damage, where x is their target's current HP. Rocket/grenade/MiNE launchers and extra equipped rockets gain an additional use.
RANK MAJOR.png
Gunnery Sergeant
HEAT Warheads
HEAT Warheads
Explosives gain +5 penetration and double the chance to disorient a target through Concussive Blast.
Fragmentation
Fragmentation
Explosives gain a 40% chance to deal double damage.
Tandem Warheads
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).
RANK COLONEL.png
Master Sergeant
Bring 'Em On
Bring 'Em On
Grants the primary weapon additional damage equal to 1 + half the number of enemies in sight.
Extra Conditioning
Extra Conditioning
Grants +2 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +0-1 (50%) +4-12 - +3-9
RANK CORPORAL.png   Lance Corporal +0-1 (42%) +1-3 - +1-3
RANK SERGEANT.png   Corporal +0-1 (42%) +1-3 - +1-3
RANK LIEUTENANT.png   Sergeant +0-1 (42%) +1-3 - -
RANK CAPTAIN.png   Tech Sergeant +0-1 (42%) +0-2 - -
RANK MAJOR.png   Gunnery Sergeant +0-1 (41%) - - -
RANK COLONEL.png   Master Sergeant +0-1 (41%) - - -
Total Health
+0-7
Aim
+5-15
Mobility
-
Will
+5-15

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +1 +8 - +6
RANK CORPORAL.png   Lance Corporal +1 +2 - +2
RANK SERGEANT.png   Corporal +1 +2 - +2
RANK LIEUTENANT.png   Sergeant - +2 - -
RANK CAPTAIN.png   Tech Sergeant - +1 - -
RANK MAJOR.png   Gunnery Sergeant - - - -
RANK COLONEL.png   Master Sergeant - - - -
Total Health
+3
Aim
+15
Mobility
-
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 a single rocket 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

Light 'Em Up Rocketeer

The LeU Rocketeer is a hybrid build packing the useful long range explosive prowess of the class with some added fire support capabilities. The combination of Light 'Em Up and Holo Rounds - which allows tagging two targets - is a valuable addition to any squad. This is especially true early on when XCOM aim values are quite low and straight shooting is unreliable. Light 'Em Up and Ranger makes the build quite close in use to the Infantry class when rockets are on cooldown, albeit with noticably less mobility.

Sample Light 'Em Up Build: Light 'Em Up -> Holo Rounds or Bring 'Em On -> Ranger-> Shock And Awe -> HEAT Warheads or Fragmentation -> Lock N' Load

Recommended Weapons: Assault rifle, Arc rifle
Recommended Equipment: High Cap Mags, Scope/Alloy Bipod/Neural Gunlink(psi), extra rocket .

Notes:

  • Access to Light 'Em Up and Ranger makes the Arc rifle a viable option for a large burst of damage against hard to crack Mechs. Keep in mind however that this choice prevents the Rocketeer from defending himself in close combat as the class doesn't have access to secondary weapons.
  • Holo Rounds can be switched out for Bring 'Em On for added offensive punch at the cost of utility. This switch is best left to very good aim rolls (~80 - 85 after initial promotion)
  • HEAT Warheads will offer a straightforward damage increase to rockets, especially against mechs or sturdy biologicals in cover. Fragmentation is less reliable but a lucky roll can swing fights in your favor.
  • Officer and Psi are both a good way to round out this build's capabilities.


Smoke and Mirrors Rocketeer

The S&M Rocketeer bundles rockets and reaction immune support grenades in an efficient if somewhat slow package. This lack of mobility is however mitigated by the longest support grenades throws in the game thanks to a high HP growth and Bombard. Consequently, this build can use Concussion and Acid grenades from extended ranges to safely debuff dangerous targets. Early access to Packmaster allows up to 6 of these throws for some good staying power in longer missions. Finally, rockets are always a good fallback if the use of support grenades isn't optimal during a turn.

Sample Smoke and Mirrors Build: Smoke and Mirrors -> Packmaster -> Bombard-> Shock And Awe -> HEAT Warheads or Fragmentation -> Sprinter

Recommended Weapons: Carbine
Recommended Equipment: Concussion grenades/Psi grenades(psi), Acid grenades, Smoke grenades, Extra rocket, Elerium Emitters(psi), Medkits, Walker Servos.

Notes:

  • HEAT Warheads will offer a straightforward damage increase to rockets, especially against mechs or sturdy biologicals in cover. Fragmentation is less reliable but a lucky roll can swing fights in your favor.
  • Psi is a strong choice to add some more team support or single target debuffing. Psi also unlocks the use of Psi grenades, Elerium Emitters and Mimic Beacons for some more exotic support options.
  • Smoke grenades can be used better by other classes - although they stay a safe and reliable option and still profit from the extended range of the build.


Grenadier Rocketeer

The Grenadier Rocketeer foregoes any notion of a hybrid build to bring a withering array of explosive ordnance to the battlefield. With long range throws and access to boosted rockets, this build can deliver destruction at any range and will leave many an alien exposed, disoriented or dead in the aftermath. The low mobility of the class is however worsened by the heavy weight of explosive equipment. Moreover, this build is left with no useful options once that equipment runs out and is thus a good candidate for psi training.

Sample Grenadier Build: Grenadier -> Packmaster -> Danger Zone or Ranger or Bombard -> Shock and Awe -> HEAT Warhead or Fragmentation or Tandem Warheads -> Sprinter

Recommended Weapons: Carbine, SMG(no steadying for rockets)
Recommended Equipment: HE grenades, Alien/plasma grenades, extra Rocket, AP grenades, Walker Servos .

Note:

  • Danger Zone vs Bombard vs Ranger is a tough choice which boils down to a decision between mobility, throw range, and area of effect.
  • The Gunnery Sergeant perks are all viable. Tandem Warheads is good to pair up with Danger Zone. HEAT Warheads will offer a straightforward damage increase to explosives, especially against mechs or sturdy biologicals in cover. Fragmentation is less reliable but probably the strongest overall.
  • A prime candidate for psi training for some more useful options.

See also