Technical (LW2)
Class Overview
The Technical class brings XCOM 2's midgame Rocket and Flamethrower heavy weapons (normally reserved for use on EXO or WAR suits) to a regular soldier's everyday use. Technicals are assets ready to bail you out of a bad situation or push through a tough stalemate like no-one else can. Spend their limited heavy weapons charges wisely at pivotal points in your missions, and their burning and blasting won’t let you down. Though similar in position-clearing capability to their fellow grenadiers, Technicals must get close (or accurate) in order to use their heavy weapons; thankfully, unlike Grenadiers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline soldiers.
Branches
Left branch: "Rocketeer" type Technicals focus on the rocket launcher, expanding the soldier's capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket's wake make an unsuitable defensive position should XCOM need to occupy it.
Right branch: "Fireman" type Technicals overhauls the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks.
Center branch: Like Long War 1's ancestral rocketeers, Technicals can also enjoy a variety of alternate perks (center branch) that make them capable riflemen; if the basic functions of the Gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use.
Weapons
Primary: Rifles, SMGs, Shotguns.
Secondary: Gauntlet
The Technical's Gauntlet lets them fire a rocket once and a flamethrower twice. Technicals can boost the ammo counts of their rockets OR flamethrower by equipping EXO or WAR armor; rather than the usual heavy weapon option (Shredder gun), Technicals can choose from a bonus rocket or bonus flamethrower/roust charges. This doesn't penalize their mobility. The chance to apply burning to the target with flamethrower is 60% and the chance to apply fire to the tile is 50%. Roust has only 20% chance for both.
Abilities
Mouse-over for more information.
Rank | Ability | ||
Squaddie |
This soldier is trained to use the XCOM gauntlet, a combination Rocket Launcher and Flamethrower. |
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Rocketeer | Fireman | ||
Lance Corporal |
Your rockets are more accurate. |
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. |
Special Flamethrower shot that does limited damage but forces enemies to change their position. |
Corporal |
Your grenades and standard rockets can inflict critical damage (50% chance for +2 damage). |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown. |
Your Flamethrower can now disorient or panic enemies. |
Sergeant |
Fire a special rocket that does limited damage but has a chance to stun or disorient organic enemies within its area of effect and leaves a cloud of smoke. |
Your primary weapon attacks shred armor. |
Activating your Flamethrower leaves a small smoke cloud around your position, providing a defensive bonus. |
Staff Sergeant |
Your grenades and rockets do full damage to units to the maximum extent of their area of effect. |
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks. |
Your flamethrower can now damage mechanical units and shreds armor. |
Tech Sergeant |
The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range. |
Fire and Steel Attacks with your gauntlet, and fires set by gauntlet weapons, do +1 damage. |
Your flamethrower has an increased range of one tile and covers a wider area of effect. |
Gunnery Sergeant |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Activate so your next use of the flamethrower will not cost an action. |
Master Sergeant |
Fire a special rocket that destroys buildings and other objects in the environment. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability. |
Once per battle, attack all units in a complete circle around the soldier's position. Also grants immunity to fire damage. |
- Bunker Buster can, when destroying large amounts of the environment, create a significant amount of game slow-down. This happens because of the amount of debris particles spawn, and normally goes away once said debris despawns.
- Concussion Rocket does no damage to allies. stun and disorient of Concussion Rocket effect don't be applied to allies too. it's totally safe to use Concussion Rocket on allies.
Stat Progression
- This class also gains 1 point 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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