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
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Specialist
Fire Rocket
Fire Rocket
Grants the ability to use and equip a rocket launcher. Rocket scatter is unaffected by aim. Firing a rocket with less than 2 AP doubles scatter.
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Lance Corporal
Double Tap
Double Tap
Allows shooting twice with the primary weapon. 1 turn cooldown. Non-reaction shots fired at 2 AP gain +15 aim.
Smoke and Mirrors
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger non-suppression reaction shots. Grants +20% throw range. Equipped support grenades receive an additional use.
Fragmentation
Fragmentation
Explosives gain a 20% chance to deal double damage.
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Corporal
HEAT Warheads
HEAT Warheads
Explosives gain +4 penetration.
Packmaster
Packmaster
Equipped medikits, grenades, and beacons receive an additional use. Grants +1 ammo.
Tandem Warheads
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).
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Sergeant
Ranger
Ranger
Grants +25 aim to sidearms, +1 damage to all weapons and equipment, and 20% throw range. Also negates the range accuracy penalty of sidearms.
First Aid
First Aid
For soldiers: Grants 1 medikit and all equipped medikits receive an additional use.
For MECs: Restorative Mists receive +2 charges.
For Both: Reduces injuries sustained during battle by 1 HP on all soldiers (multiple instances stack).
Danger Zone
Danger Zone
Increases the explosive radius of rockets, grenade launchers, and mines by 30%. Suppression affects enemies 1 tile adjacent/diagonal to the primary target as well.
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Tech Sergeant
Shock and Awe
Shock and Awe
Rocket launchers and equipped extra rockets each grant an additional rocket.
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Gunnery Sergeant
Holo Rounds
Holo Rounds
Grants +1 damage against mechanical units. Shooting or suppressing enemies marks them, preventing concealment/stealth and granting +20 aim to all shots at them for the next 3 turns.
Ready For Anything
Ready For Anything
At the end of each turn, if this unit is idle and has ammo, overwatch activates.
Mayhem
Mayhem
Grants +1 damage to suppression, +20% weapon damage to rockets, +50% weapon damage to flush and grenades, and +100% weapon damage to sniper and strike rifles.
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Master Sergeant
Extra Conditioning
Extra Conditioning
Grants +2 armor health, +0.6 mobility, and reduces fatigue times by 20%.
Bull Rush
Bullseye
Gain +20 aim against flying targets.


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.

Sample Builds

Rocketeer Rifleman

This build builds on improving the effectivness of the Rocket Launcher while still allowing the Rocketeer to be somewhat effective at general combat with an Assault Rifle. Double Tap helps keep the Rocketeer relevant in combat when not firing or preparing to fire their rocket launcher. HEAT warheads, Danger Zone and Mayhem improve the strength and power of the Rocket Launcher, with HEAT warheads helping guarantee the destruction of Drones and other Mechanical units. Extra Conditioning provides a small late game boost to the Rocketeers surviviabilty, Bullseye can be just as strong as an alternative to EC as it can give a bonus when firing their rifle.

Sample Rocketeer Rifleman Build: Double Tap-> HEAT Warheads -> Danger Zone -> Shock and Awe -> Mayhem -> Extra Conditioning.

Notes: Fragmentation can replace Double Tap, this will improve the damage output of rockets but make the Rocketeer less effective in a firefight without rockets. Tandem Warheads can replace HEAT Warheads, while Rockets will lose their lethality against hardened mechanical units, they will gain greater consistency of damage against targets, even at the edge of an explosion.

Recommended Equipment: Javalin Rockets, Alien Trophy, Alloy Bipod, Assault Rifle.

Support Rocketeer

This build forsakes significantly improving the effectiveness of the Rocket Launcher early on to improve the support capabilities of the Rocketeer, focusing on allowing the Rocketeer to provide effective tactical support via smoke or concussion grenades while providing another source of healing, in addition to providing rocket support. This sets the class to become a form of secondary Medic.

Smoke and Mirrors allows the Rockteer to carry additional support grenades, this can allow the rocketeer to throw a support grenade before then firing a rocket on the same turn. Packmaster further improves the availability of support items by granting an additional support item slot. First Aid can allow a Rocketeer to carry up to three medkits into an operation, or at least guarantee they carry one at all times, this can become more valuable when the Tactical Rigging foundry project is researched, granting the Rocketeer an additional item slot. Mayhem and Extra Conditioning improve the effectiveness of the Rocket Launcher, and improve survivability, respectively.

Sample Support Rocketeer Build: Smoke and Mirrors -> HEAT Warheads -> First Aid -> Shock and Awe -> Mayhem -> Extra Conditioning.

Notes: Packmaster can be swapped with HEAT Warheads, while Packmaster provides good support bonuses, HEAT Warheads significantly improve the Rocket Launchers anti-mech effectiveness.

Recommended Equipment: Smoke Grenades, Concussion Grenades, Javalin Rockets, Medkit.

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
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Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
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Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
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S.H.I.V.s