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 (As of LW2 Version 1.3)

Mouse-over XCOM2 infoIcon custom 1.png for more information.

Rank Ability
XCOM2 rank squaddie.png
Squaddie
Point Blank
* Rapidly loses accuracy beyond four tiles range. * Uses one action, does not end turn. * Shotgun has two ammo.
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. * Uses 2 ammo. * Uses one action, does not end turn.
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.
Light 'Em Up
Taking a standard shot with your primary weapon as your first action no longer ends your turn.
Infantry Defender
XCOM2 rank lieutenant.png
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.
Walk Fire
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.
Close and Personal
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Ever Vigilant
* Ever Vigilant enables an extremely mobile style of play for the soldier. * Any action other than moving will invalidate Ever Vigilant.
Ever Vigilant
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
XCOM2 rank sergeant.png
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.
Locked On
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.
Pump Action
Gain two extra ammo in your sawed-off shotgun.
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.
Covering Fire
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.
XCOM2 rank captain.png
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.
Aggression
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.
Center Mass
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.
Cool Under Pressure
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
XCOM2 rank major.png
Staff Sergeant
Executioner
* Confers +10 aim and +10 critical chance against targets at half or less of their original hit points.
Executioner
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.
Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown.
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.
Suppression
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.
XCOM2 rank colonel.png
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.
Bring 'Em On
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8.
Implacable
The Fleche ability cannot be used after gaining a bonus move from Implacable.
Implacable
If you score one or more kills on your turn, you are granted a single bonus move.
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.
Grazing Fire
Missed shots with your primary weapon have an additional roll to become a graze.
XCOM2 rank commander.png
GunnerySergeant
Rapid Fire
* Rapid Fire has no cooldown, making it a devastating ability for dealing ranged damage.
Rapid Fire
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.
Tactical Sense
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.
Rapid Reaction
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.
XCOM2 rank fieldmarshall.png
Master Sergeant
Rupture
* Rupture requires 3 ammo points and has a 3 turn cooldown. * Ruptured targets take 3 additional damage from every attack.
Rupture
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.
Combat Fitness
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.
Kill Zone
Take a reaction shot against any enemy that moves or attacks within a cone of fire.

Stat Progression

Rank Health Offense Will Mobility Dodge Hacking
XCOM2 rank squaddie.png
Squaddie
0 3 4 0 0 0
XCOM2 rank lieutenant.png
Lance Corporal
1 2 4 0 0 0
XCOM2 rank sergeant.png
Corporal
0 3 0 0 0 0
XCOM2 rank captain.png
Sergeant
0 2 0 0 0 0
XCOM2 rank major.png
Staff Sergeant
1 3 0 0 0 0
XCOM2 rank colonel.png
Tech Sergeant
0 2 0 0 0 0
XCOM2 rank commander.png
GunnerySergeant
0 3 0 0 0 0
XCOM2 rank fieldmarshall.png
Master Sergeant
1 2 0 0 0 0
Total 3 20 8 0 0 0


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


Notes

  • Covering Fire reaction shots against enemies in cover will respect that cover in to-hit calculations.
  • Rapid Reaction does not trigger on reaction shots from using Suppression.
  • Rapid Reaction triggers on a graze.
  • Locked On works with reaction fire shots.
  • Ever Vigilant is canceled by free actions, including Open/Close Door and Free Reload.
  • Ever Vigilant is canceled by loot pickups.

See Also

XCOM Units in Long War 2
Soldiers: Assault | Grenadier | Gunner | Ranger | Sharpshooter | Shinobi | Specialist | Technical | Psi Operative
SPARK:
Officers