Ranger (LWOTC)
Class Overview
The Ranger class is focused towards operating at medium range with guns (and is quite unlike the vanilla Ranger class, which has been split into 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.
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.
Weapons
Primary: Rifles, SMGs, Shotguns.
Secondary: Sawed-off Shotgun
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.
Abilities
Mouse-over for more information.
Rank | Ability | ||
Squaddie |
Fire your sawed-off shotgun at a nearby enemy. |
Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage. |
Standard shots with your primary weapon are not turn-ending. |
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Infantry | Defender | ||
Lance Corporal |
Take a highly accurate shot with +30 bonus to hit 66% damage and -30 crit. Uses 2 ammo. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Corporal |
Gain +20 aim and +10 crit for successive shots at the same enemy unit. |
Gain two extra ammo in your sawed-off shotgun. |
Reaction shots confer an aim malus on enemies and can now be triggered by any enemy action, not just movement. |
Sergeant |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
You do one additional point of base damage when using guns. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Staff Sergeant |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 4 turn cooldown. |
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim. |
Tech Sergeant |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Missed attacks have an additional roll to become a graze. |
Gunnery Sergeant |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Kills with your primary weapon restore one sawed-off shotgun charge. |
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots. |
Master Sergeant |
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. |
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10 AP per tier level.
Tier 1 | Tier 2 | Tier 3 | Tier 4 |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Your explosives do significantly greater damage to cover objects and other things on the battlefield. |
Killing organic enemies with your sawed-off shotgun have a 50% chance to panic other organic enemies within 10 tiles of the target. |
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run. |
If you did not attack this turn, hunker down automatically. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
Take a shot with a small aim penalty for a significant damage boost. | |
Equipped medikits have 2 extra charges. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Killing an enemy at a lower elevation with your primary weapon refunds a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Grants 1 free flashbang item to your inventory. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. | |
Firing the sawed-off shotgun no longer ends the turn. |
Gain 5 dodge per enemy you can see, up to a maximum of +30. |
Grants +1 charge per grenade item in a utility slot. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Gain 40 dodge against attacks within four tiles. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. | |
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
Kills with your primary weapon restore 1 ammo. |
During enemy turns, fire a free reaction shot that can critically hit with your sawed-off shotgun at any visible enemy within 3 tiles who moves or fires. Can only trigger once per turn. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you gain an extra charge. Usable once per turn. Starts with one charge, and is a free action. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. | |
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown. |
Makes partial cover count as full. |
When targeted by enemy fire, automatically fire back with your primary weapon once per turn. |
Take an action after dashing. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. |
Killing a panicked or disoriented enemy with your sawed-off shotgun refunds one action point. | |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack. |
Grants one free smoke grenade item to your inventory. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Your primary weapon attacks shred armor. | |
Gain 20 Defense and 20 Crit chance while injured. |
This soldier does not trigger overwatch or reaction fire. |
This soldier has significantly reduced infiltration times while on missions. |
Shots fired with your primary weapon pierce 3 armor. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Stat Progression
Rank | |||||||||
Per Level | Health |
0 | 1 | 0 | 0 | 1 | 0 | 0 | 1 |
Aim |
3 | 2 | 3 | 2 | 3 | 2 | 3 | 2 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
Total | Health |
0 | 1 | 1 | 1 | 2 | 2 | 2 | 3 |
Aim |
3 | 5 | 8 | 10 | 13 | 15 | 18 | 20 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 |
Sample Builds
See Also
XCOM Units in Long War of the Chosen | ||||||||||||||||||||||||||
Starting |
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Unlockable |
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Faction |
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