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, Shredder 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 doubles scatter. 2 turn cooldown.
RANK CORPORAL.png
Lance Corporal
Light 'Em Up
Light 'Em Up
Standard shots cost only 1 AP and gain +1 damage for every instance of damage their target took this turn.
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
Shooting or suppressing enemies marks them, preventing concealment/stealth and granting +20 aim and +1 penetration to all shots at them for the next 3 turns
Bombard
Bombard
Throw or launch grenades and devices 30% further.
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.
RANK LIEUTENANT.png
Sergeant
Danger Zone
Danger Zone
Gunners: Suppression affects enemies in a 2.5 tile radius around the primary target.\nRocketeers/Engineers/Goliaths: Increases the radius of explosives by 1 tile.
Packmaster
Packmaster
Equipped medikits, grenades, mists, flamethrowers, and beacons receive an additional use. Grants +1 ammo to non-electric primary weapons.
Extra Conditioning
Extra Conditioning
Grants +1 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
RANK CAPTAIN.png
Tech Sergeant
Fragmentation
Fragmentation
Explosives gain a 35% chance to deal double damage.
RANK MAJOR.png
Gunnery Sergeant
HEAT Warheads
HEAT Warheads
Explosives gain +4 penetration.
Shock and Awe
Shock and Awe
Rocket launchers and equipped extra rockets each grant an additional rocket.
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
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Grants +1 ammo to non-electric primary weapons. Dashing automatically reloads the active weapon.
Sprinter
Sprinter
Grants +1.2 mobility and increases the dash mobility bonus to +40% movement (from +20% movement).


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +0-1 (60%) +2-6 - +3-9
RANK CORPORAL.png   Lance Corporal +0-1 (60%) +0-2 - +1-3
RANK SERGEANT.png   Corporal +0-1 (60%) - - +1-3
RANK LIEUTENANT.png   Sergeant +0-1 (30%) - - -
RANK CAPTAIN.png   Tech Sergeant +0-1 (30%) - - -
RANK MAJOR.png   Gunnery Sergeant +0-1 (30%) - - -
RANK COLONEL.png   Master Sergeant +0-1 (30%) - - -
Total Health
+0-7
Aim
+2-8
Mobility
-
Will
+5-15

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +1 +4 - +6
RANK CORPORAL.png   Lance Corporal +1 +1 - +2
RANK SERGEANT.png   Corporal +1 - - +2
RANK LIEUTENANT.png   Sergeant - - - -
RANK CAPTAIN.png   Tech Sergeant - - - -
RANK MAJOR.png   Gunnery Sergeant - - - -
RANK COLONEL.png   Master Sergeant - - - -
Total Health
+3
Aim
+5
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 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.

See also