Scout (LWR)

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   Scout

The Scout is a unique class that doesn't have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout's signature ability is Reconnaissance, which allows them to detect nearby aliens when not engaged in combat.

Primary Weapon: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.
Secondary Weapon: Pistols, Machine Pistols, Sawed-off Shotguns.
Class-Limited items: Marksman Scope


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Reconnaissance
Reconnaissance
Displays alien positioning information after each move. Does not trigger if squad is in combat or this unit is incapacitated. Grants 2 Battle Scanners and the first Battle Scanner used each turn costs 0 AP. Grants Low Profile.
Low Profile
Low Profile
Partial cover grants the defense and DR bonus of full cover.
RANK CORPORAL.png
Lance Corporal
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.
Snap Shot
Snapshot
Standard/precision/disabling shots will not trigger non-suppression reaction shots. Grants a 30% chance (60% with strike rifles) for standard/precision/disabling shots to cost 0 AP (does not work for Exalt/Aliens).
Hit and Run
Hit and Run
The first shot at an uncovered target deals +1 damage and costs 0 AP, but subsequent actions cannot use weapons or equipment.
RANK SERGEANT.png
Corporal
Packmaster
Packmaster
Equipped medikits, grenades, and beacons receive an additional use. Grants +1 ammo.
Bull Rush
Bullseye
Gain +20 aim against flying targets.
Shadowstep
Shadowstep
Prevents triggering of reaction shots against this unit when it moves. Also grants +1.2 mobility.
RANK LIEUTENANT.png
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.
Disabler
Disabler
All shots gain a 40% chance to jam enemies weapons, forcing a reload before they can fire again (each enemy weapon can only be jammed once). Grants Disabling Shot.
Disabling Shot
Disabling Shot
Causes target's main weapon to malfunction. Can only be used with a sniper/strike/arc rifle. Deals 1 damage. 2 turn cooldown.
Vital Point Targeting
Vital Point Targeting
Shots against humans and autopsied biological aliens deal 50% more damage if they are uncovered.
RANK CAPTAIN.png
Tech Sergeant
Concealment
Concealment
If this unit cannot be seen by any enemies and moves to full cover it will become concealed. Enemies will not target this unit (but can sense it) when concealed. Leaving cover (that enemies have sight of), beginning a turn in sight of an enemy, hunkering, being holo-targeted, being flanked, shooting, using offensive psionic abilities, hacking arrays, and capturing meld will break this concealment. Firing from concealment grants +30% crit.
RANK MAJOR.png
Gunnery Sergeant
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).
Precision Shot
Precision Shot
Fire a shot that has no squadsight penalties, +30 crit, and +50% weapon damage. 2 turn cooldown. Only for Strike/Sniper Rifles.
Sprinter
Sprinter
Grants +1.2 mobility and increases the dash mobility bonus to +40% movement (from +20% movement).
RANK COLONEL.png
Master Sergeant
Extra Conditioning
Extra Conditioning
Grants +2 armor health, +0.6 mobility, and reduces fatigue times by 20%.
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.


Attribute Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist 0 +3-9 +1.2 +4-12
RANK CORPORAL.png   Lance Corporal 0 +1-3 - +1-3
RANK SERGEANT.png   Corporal 0 +1-3 - +1-3
RANK LIEUTENANT.png   Sergeant 0 - - +1-3
RANK CAPTAIN.png   Tech Sergeant 0 - - +0-2
RANK MAJOR.png   Gunnery Sergeant 0 - - -
RANK COLONEL.png   Master Sergeant 0 - - -
Total Health
0
Aim
+5-15
Mobility
+1.2
Will
+7-23

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist 0 +6 +1.2 +8
RANK CORPORAL.png   Lance Corporal 0 +2 - +2
RANK SERGEANT.png   Corporal 0 +2 - +2
RANK LIEUTENANT.png   Sergeant 0 - - +2
RANK CAPTAIN.png   Tech Sergeant 0 - - +1
RANK MAJOR.png   Gunnery Sergeant 0 - - -
RANK COLONEL.png   Master Sergeant 0 - - -
Total Health
0
Aim
+10
Mobility
+1.2
Will
+15

Tactical Advice

Role: Scout / Mobile Offense

The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it's only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.

Scouts have a great deal of flexibility, thanks in part to their innate Low Profile, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:

  • Scout: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever. A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using Shadowstep if any major threats choose to Overwatch. Even better is advancing under Concealment, which is an effective method of gaining vision with almost no risk, so long as it is employed properly. The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +5 aim to shots against spotted targets. They can be supplemented with Smoke & Mirrors later on for an extra charge.
  • Mobile DPS / Off-DPS: The Scout can be specialized as a primary damage dealer thanks to the presence of multi-attack perks Hit and Run or Snapshot combined with other potent damage increasing abilities (Precision Shot, Bullseye, Ranger, Vital Point Targeting, and even Holo Rounds), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with Snapshot even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters Hit and Run attacks.
  • Utility / Fire Support: The Scout class contains a veritable toolbox of utility skills that can round out any squad. Concealment and Smoke & Mirrors can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like Mind Merge or Psychokinetic Strike. Holo-targeting, and Battle Scanners offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with First Aid as well.

Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. Concealment is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.

Sample Builds

Strike Rifle Ranger

Role: Anti-Overwatch/Disabler/Remover

This build focuses on the Scout's use of Strike Rifles. and maximizing the effect and utility of them. The general playstyle is to keep the scout in the midline and use disabling and precision shots to deal with heavy mechanicals and other troublesome targets. While not guaranteed, Snapshot provides a pretty good chance to chain multiple Strike Rifle shots, and more importantly makes the scout nigh-immune to reaction fire when combined with Shadowstep. Precision Shot allows for High Damage removal on demand, but can be replaced with Sprinter if the mobility is more desirable. Like all scout builds, the Ranger has concealment, which can be used to approach enemy lines, or cheese the AI with LOS breaking. Snapshot combines with both Disabling and Precision Shots, meaning that shot chaining is even more possible than it may initially seem.

Sample Ranger: Snapshot -> Shadowstep -> Disabler -> Concealment -> Precision Shot -> Ranger.

Notes: Low Profile does not work with Concealment. Ranger allows some general offensive utility, and allows for the carrying of a machine pistol if desired. Precision Shot can be switched out for Sprinter, or Ranger for Extra conditioning if the mobility/health /reduced fatigue is desirable.

Recommended Equipment: Marksman's Scope.

Flanker

Role: Recon/Flank Damage & Crits

Flankers are a LWR variant on the classic "Runner" build from Long War 1.0, their main focus is on reconnaissance and keeping the AI out of position with flanks, as such, perks are taken at several levels to improve mobility. In LW 1.0 there were several methods to increase crit chances and damage without items, these are far less common in LWR, so building +crit equipment for your Flanker scouts (such as Targeting Modules) is more of a priority. Flankers perform very well with Shotguns, but can also be equipped with SMGs or Carbines as alternatives.

Sample Flanker: Hit and Run -> Shadowstep -> VPT -> Concealment -> Sprinter -> Ranger.

Notes: Low Profile does not work with Concealment.

Recommended Equipment: Laser Sight, Targeting Module.

Spy

Role: Covert Operative

The Spy's job is to move fast and not get hit by EXALT, this means minimal focus is put into anything other than speed and survivability. No damage upgrades, no support abilities, all speed. As a plus, this soldier can sub in as a Strike Rifle Scout when not on a covert op, and thanks to Extra Conditioning should be consistently available. Holo Rounds provides some emergency utility to teammates during Covert Ops, and during regular operations is a reliable skill in general, with the possibility to chain when using a strike rifle.

Sample Spy: Snapshot -> Shadowstep -> Holo Rounds -> Concealment -> Sprinter - EC

Notes: As always, Low Profile does not apply to Concealment. This is the absolute highest mobility a soldier can get without Equipment, the total gain (Shadowstep's 1.2, Sprinter's 1.2, and EC's 0.6, combined with the 0.6 gained from being a scout) is 3.6 tiles of movement. Walker Servos is not recommended for Spies, because Walker Servos sets movement to 8.7 tiles, which would likely be slower than the scout could move otherwise.

Recommended Equipment:

Mobile Support Unit

Role: Mobile Support...

Support Scouts rarely shoot, instead they spend their time keeping units safe with smoke, topping off allies with medkits, or dealing out justice with Chem and Concussion Grenades. When they do shoot they make sure the rest of their team hits with Holo Targeting, but otherwise they mostly stay in midrange or concealed until necessary. MSUs are a decent choice for carrying Stun Rifles, but Carbines are also an excellent alternative should the higher damage output be desirable. MSU is a good way to build high will scouts if you don't intend to turn them into Jaegers, as Psi Grenades and Mimic Beacons both fall under the support grenade category.

Sample MSU: Smoke and Mirrors -> Packmaster -> Holo Rounds -> Concealment -> First Aid - EC

Reccomended Equipment: Support Grenades (Smoke, Concussion (Flashbang), Chem, Psi Grenade, Mimic Beacon)

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
RANK ROOKIE.png
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
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s