Rocketeer (LWR)
The Rocketeer class is similar to vanilla. Their signature ability is Fire Rocket.
- Primary Weapon: Assault Rifles, Battle Rifles, Carbines, SMGs.
- Secondary Weapon: Rocket Launcher.
- Class-Limited items: Rocket, Shredder Rocket.
Abilities
Rank | Ability | ||||||
---|---|---|---|---|---|---|---|
Specialist |
Fire Rocket
Grants the ability to use and equip a rocket launcher. Rocket scatter is unaffected by aim but decreases by 4% per HP above average. Firing a rocket with less than 2 AP triples scatter. 2 turn cooldown. | ||||||
Lance Corporal |
Light 'Em Up
Standard shots cost only 1 AP and gain both +5 aim and +1 damage for each instance of damage their target took this turn. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. |
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Grants 1.3 mobility. | ||||
Corporal |
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. Grants +1 HP to healing from Restorative Mists. |
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage. | ||||
Sergeant |
Executioner
Grants +15 aim (+50 aim for pistols) against targets at or below half HP. |
First Aid
Grants 2 medikits. |
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP. | ||||
Tech Sergeant |
Shock and Awe
Rocket launchers and extra equipped rockets gain an additional use. Reduces scatter by 30%. | ||||||
Gunnery Sergeant |
HEAT Warheads
Explosives gain +6 penetration and double the application of any shred. |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty and reloading costs only 1 AP. |
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%). | ||||
Master Sergeant |
Danger Zone
Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target. |
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight. |
Stat Progression
Predictable Potential:
Rank | Attribute Gains | |||
---|---|---|---|---|
Specialist | +1 | +4 | - | +6 |
Lance Corporal | +1 | +1 | - | +2 |
Corporal | +1 | - | - | +2 |
Sergeant | - | - | - | - |
Tech Sergeant | - | - | - | - |
Gunnery Sergeant | - | - | - | - |
Master Sergeant | - | - | - | - |
Total | +3 |
+5 |
- |
+10 |
Tactical Advice
Role: Crowd Control / Cover Destruction / Offensive Support
The Rocketeer's tactical role is best described as a support weapon. It is a slow and unwieldy class, but carries invaluable armament big enough to bring a FUBAR scenario under control given enough time. Their starting Fire Rocket perk grants two rockets with a two turn cooldown between firing, and their other perks generally focus on adding a secondary supportive role to the Rocketeer between firing. It's always best for Rocketeers to fire with a steadied weapon, but firing with two AP in a pinch is still effective if the target area is at mid-range. Keep in mind that rocket scatter decreases by 4% per HP above average. Rocketeers should operate towards the rear of the squad, safe from any flanks or incoming fire.
Rocketeers do not benefit from a high aim stat and generally stay still to fire their weapon. Given that the rocketeer's armament can literally blow up an aggressor's position, positioning and therefore mobility is also generally unnecessary for this class, aside from a clear line of firing to the target.
Note that if you are playing without Red Fog, then the Rocketeer's tactical potential will be considerably stunted.
Sample Builds
Demolitionist
This build focuses on improving the cover destruction abilities of the rocketeer while the Fire Rocket perk is on cooldown, and grants the rocketeer damaging equipment that does not depend on aim or a direct line of sight. The Grenadier perk grants two uses of an equipped explosive grenade, and more importantly increases the throwing range of the grenadier, which is invaluable on such a low-mobility class. It allows the Rocketeer to provide indirect fire and cover destruction for the rest of the squad. Fragmentation, Tandem Warheads, and Danger Zone maximize the Demolitionist's explosive potential for widespread crowd control damage.
Note that this build can free the Engineers in your barracks to specialize into anti-mech or support builds.
Sample Demolitionist Build: Grenadier -> Fragmentation -> Extra Conditioning -> Shock And Awe -> Tandem Warheads -> Danger Zone
Recommended Equipment: HE Grenades, Alien Grenades, Alloy Bipod, Assault Carbine
Notes: HEAT Warheads can be taken instead of Tandem Warheads for some incredible anti-mech results, especially with Javelin Rockets. Ranger can be taken instead of Tandem Warheads for better grenade throwing range, but keep in mind that you miss out of the 20% explosive radius increase on those same grenades. Packmaster can be taken instead of Fragmentation for an extra grenade if you don't like playing with dice.