Ranger (LW2)

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The Ranger is the master of the rifle and may be trained to use it in offensive and defensive capacities.

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
Fire your sawed-off shotgun at a nearby enemy.
Both Barrels
Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage.
Light 'Em Up
* Taking a standard shot with your primary weapon as your first action no longer ends your turn.
Taking a standard shot with your primary weapon as your first action no longer ends your turn.
Infantry Defender
Lance Corporal
Lance Corporal
Walk Fire
* This is a special shot in which the soldier adjusts their aim in the middle of an automatic weapon burst, conferring +30 aim and -30 crit and doing half damage. * Consumes 2 ammo. * Usable once per turn. * Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.
Take a highly accurate shot with +30 bonus to hit but for half damage and -30 crit. Uses 2 ammo.
Close and Personal
* Confers +30 critical chance against adjacent targets. * Bonus reduced by 5% for each additional tile of distance from the target, down to 0% at 7 or more tiles.
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Covering Fire
* If triggered by an enemy action, Covering Fire will trigger before the enemy action completes. * If triggered by an enemy in cover, Covering Fire will respect that cover with "to-hit" calculations.
Overwatch shots can now be triggered by any enemy action, not just movement. Targets of overwatch shots receive -10 aim for the rest of the turn whether or not the shot was triggered because of this ability.
Corporal
Corporal
Locked On
* Gain +10 aim and +10 crit for repeated shots with your primary weapon at the same target. Not cumulative, and only applies to enemy units. * Area-of-Effect-based shots do not grant the bonus.
Gain +10 aim and +10 crit for successive shots at the same enemy unit.
Pump Action
* Gain two extra ammo in your sawed-off shotgun.
Gain two extra ammo in your sawed-off shotgun.
Suppression
* Suppression costs 2 ammo points to use, but has no cooldown. * Suppression will be canceled if the suppressing unit is damaged. * If multiple units suppress a target, the aim penalty will stack. (Note: This information is incorrect as LW2 inherits the properties of suppression not stacking in vanilla, despite vanilla game claiming suppression can stack as well) * May not be used if sniper rifle or shotgun-class weapons are equipped. * Suppression restricts many of the target's abilities, including the use of rockets and grenades.
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.
Sergeant
Sergeant
Aggression
* Gain +5 critical chance for each enemy you can see, up to a maximum of 30. * Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Center Mass
* You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.
Cool Under Pressure
* You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Staff Sergeant
Staff Sergeant
Executioner
* Confers +10 aim and +10 critical chance against targets at half or less of their original hit points.
Confers +10 aim and +10 critical chance against targets at half or less of their original hit points.
Fortify
* Activate to grant the soldier +20 defense until the beginning of the soldier's next turn. * Does not cost an action. Has a 5-turn cooldown.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown.
Grazing Fire
* Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze. * This effect occurs after normal hit-miss-graze processing. * Targets with a dodge score subtract that score from the ability's success chance.
Missed shots with your primary weapon have an additional roll to become a graze.
Tech Sergeant
Tech Sergeant
Bring 'Em On
* Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. * Units visible at squadsight ranges do confer bonus.
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8.
Formidable
* Formidable reduces explosive damage taken by 50%. * It grants two points of Ablative HP
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
Ever Vigilant
* Ever Vigilant enables an extremely mobile style of play for the soldier. * Any action other than moving will invalidate Ever Vigilant.
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
Gunnery Sergeant
Gunnery Sergeant
Rapid Fire
* Rapid Fire has no cooldown, making it a devastating ability for dealing ranged damage.
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability.
Tactical Sense
* Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. * Units visible at squadsight ranges do not confer bonus.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Rapid Reaction
* When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots. Each enemy can only be the target of one shot.
Master Sergeant
Master Sergeant
Rupture
* Rupture requires 3 ammo points and has a 3 turn cooldown. * Ruptured targets take 3 additional damage from every attack.
A Rupture shot has a large bonus to crit chance and ensures that the target takes an additional +3 damage from all attacks in the future.
Combat Fitness
* Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Kill Zone
* There is no limit to the amount of Kill Zone shots a soldier can take outside of ammo counts. * Kill Zone utilizes Squadsight, even if the soldier does not have the Long Watch ability. * Kill Zone has a 3 turn cooldown.
Take a reaction shot against any enemy that moves or attacks within a cone of fire.

Stat Progression

Rank Per Level Total
Health
Health
Offense
Offense
Will
Will
Mobility
Mobility
Dodge
Dodge
Hacking
Hacking
Health
Health
Offense
Offense
Will
Will
Mobility
Mobility
Dodge
Dodge
Hacking
Hacking
Squaddie
Squaddie
0 3 8 - 16 0 0 0 0 3 8 - 16 0 0 0
Lance Corporal
Lance Corporal
1 2 8 - 16 0 0 0 1 5 16 - 32 0 0 0
Corporal
Corporal
0 3 4 - 12 0 0 0 1 8 20 - 44 0 0 0
Sergeant
Sergeant
0 2 4 - 12 0 0 0 1 10 24 - 56 0 0 0
Staff Sergeant
Staff Sergeant
1 3 4 - 12 0 0 0 2 13 28 - 68 0 0 0
Tech Sergeant
Tech Sergeant
0 2 4 - 12 0 0 0 2 15 32 - 80 0 0 0
Gunnery Sergeant
Gunnery Sergeant
0 3 4 - 12 0 0 0 2 18 36 - 92 0 0 0
Master Sergeant
Master Sergeant
1 2 4 - 12 0 0 0 3 20 40 - 104 0 0 0

This class also gains 2 points of strength, though it's not clear what that does.

See Also

XCOM Units in Long War 2
Starting
XCOM2 rank rookie.png
Soldiers
LW2 class assault.png
Assault
XCOM2 class grenadier.png
Grenadier
LW2 class Gunner.png
Gunner
XCOM2 class ranger.png
Ranger
XCOM2 class sharpshooter.png
Sharpshooter
LW2 class Shinobi.png
Shinobi
XCOM2 class specialist.png
Specialist
LW2 class Technical.png
Technical
Unlockable
XCOM2 class psiop.png
Psi Operative
XCOM2 class spark.png
SPARK
LWOfficers RankFieldCommander.png
Officers