Difference between revisions of "Ranger (LW2)"

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(Expanded article introduction!)
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'''Rangers are our closest equivalent to classic riflemen soldiers, turning the tide of battle with sheer marksmanship and volume of fire alike.'''
 
Ranger: Primary: Rifle(default), SMG or Shotgun; Secondary: Sawed-off Shotgun
 
Ranger: Primary: Rifle(default), SMG or Shotgun; Secondary: Sawed-off Shotgun
  
The Ranger class is focused towards operating at medium range with guns (and is quite unlike the vanilla Ranger class, which has been split in to the [[Shinobi (LW2)|Shinobi]] and [[Assault (LW2)|Assault]] classes).
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The Ranger class is focused towards operating at medium range with guns (and is quite unlike the vanilla Ranger class, which has been split in to the [[Shinobi (LW2)|Shinobi]] and [[Assault (LW2)|Assault]] classes). Their signature ability is to be able to take standard shots without ending turn, allowing them to fire twice per turn baseline.
  
Their signature ability is to be able to take standard shots without ending turn, allowing them to fire twice per turn baseline. Rangers can specialise in damage dealing, or alternatively they can become very effective at overwatching.
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"Infantry" type Rangers (Left branch) focus on raw damage output with their rifle, pumping out accurate directed fire to secure kills and set up kills for their allies, but are less effective at responding to enemy actions on their turn.
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"Defender" type Rangers (Right branch) master overwatch fire, to the point of achieving more shots during the enemy turn than most XCOM soldiers can muster during their own turn, but sacrifice potential punch with directed fire, and can be shut down by enemies packing Shadowstep or Lightning Reflexes.
  
 
Rather than a melee weapon, Rangers carry a Sawed-off shotgun as their secondary weapon. This weapon is capable of huge amounts of damage at point blank range, but has a fixed two shots and can't be reloaded.
 
Rather than a melee weapon, Rangers carry a Sawed-off shotgun as their secondary weapon. This weapon is capable of huge amounts of damage at point blank range, but has a fixed two shots and can't be reloaded.
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Due to their front/midline nature and tendency to seek out high quality cover front and center of an enemy force, with supporting allies close behind and assaulting allies ahead and to the sides, Rangers make excellent Officer candidates. The center branch has myriad options for defense, including the vital "Tactical Sense" perk, to help protect your Leader investment.
  
 
== Abilities ==
 
== Abilities ==

Revision as of 10:15, 27 January 2017

Rangers are our closest equivalent to classic riflemen soldiers, turning the tide of battle with sheer marksmanship and volume of fire alike. Ranger: Primary: Rifle(default), SMG or Shotgun; Secondary: Sawed-off Shotgun

The Ranger class is focused towards operating at medium range with guns (and is quite unlike the vanilla Ranger class, which has been split in to the Shinobi and Assault classes). Their signature ability is to be able to take standard shots without ending turn, allowing them to fire twice per turn baseline.

"Infantry" type Rangers (Left branch) focus on raw damage output with their rifle, pumping out accurate directed fire to secure kills and set up kills for their allies, but are less effective at responding to enemy actions on their turn.

"Defender" type Rangers (Right branch) master overwatch fire, to the point of achieving more shots during the enemy turn than most XCOM soldiers can muster during their own turn, but sacrifice potential punch with directed fire, and can be shut down by enemies packing Shadowstep or Lightning Reflexes.

Rather than a melee weapon, Rangers carry a Sawed-off shotgun as their secondary weapon. This weapon is capable of huge amounts of damage at point blank range, but has a fixed two shots and can't be reloaded.

Due to their front/midline nature and tendency to seek out high quality cover front and center of an enemy force, with supporting allies close behind and assaulting allies ahead and to the sides, Rangers make excellent Officer candidates. The center branch has myriad options for defense, including the vital "Tactical Sense" perk, to help protect your Leader investment.

Abilities

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
Squaddie
Point Blank
Both Barrels
Light 'Em Up
Infantry Defender
Lance Corporal
Lance Corporal
Walk Fire
Close and Personal
Covering Fire
Corporal
Corporal
Locked On
Pump Action
Suppression
Sergeant
Sergeant
Aggression
Center Mass
Cool Under Pressure
Staff Sergeant
Staff Sergeant
Executioner
Fortify
Grazing Fire
Tech Sergeant
Tech Sergeant
Bring 'Em On
Formidable
Ever Vigilant
Gunnery Sergeant
Gunnery Sergeant
Rapid Fire
Tactical Sense
Rapid Reaction
Master Sergeant
Master Sergeant
Rupture
Combat Fitness
Kill Zone