Scout (Long War)

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Scout
Long War Main Page

The Scout is a unique class that doesn't have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout's signature ability is Lightning Reflexes, greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use marksman rifles, but they cannot use sniper rifles.

Primary Weapon: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.
Secondary Weapon: Pistols, Machine pistols, Sawed-off Shotgun.
Class-Limited items: Marksman Scope, Chameleon Suit

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Lightning Reflexes
Lightning Reflexes
The hit chance of reaction fire against this unit is reduced by 90 percent for the first shot, and by 70 percent for additional shots.
Provides +1 Mobility.
RANK CORPORAL.png
Lance Corporal
Rapid Reaction
Rapid Reaction
If on Overwatch, confers a bonus reaction shot (to a maximum three shots total) for every reaction shot that is a hit.
Holo-Targeting
Holo-Targeting
Shooting at or suppressing enemies confers +10 Aim to allies' attacks on those enemies until end of turn.
Damn Good Ground
Damn Good Ground
Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses.
Provides +2 Aim, +2 Will. No other bonuses. No other bonuses.
RANK SERGEANT.png
Corporal
Battle Scanner
Battle Scanner
Scanning device that, when thrown, creates a new source of vision for 2 turns. Grants 2 uses. Increases throw range for battle scanners by 70% (does not stack with other perks).
Flush
Flush
Fire a shot that may cause non-flying enemies to run to new cover. The shot is easy to hit with (+30 aim), but does reduced damage (-50% base weapon damage), and consumes extra ammo (2 ammo). Hunkered units will not relocate.
Lone Wolf
Lone Wolf
+10 Aim and Critical Chance if not within 7 tiles of an allied unit.
No other bonuses. No other bonuses. No other bonuses.
RANK LIEUTENANT.png
Sergeant
Sharpshooter
Sharpshooter
+10 critical chance in all situations, +10 Aim against enemies in full cover.
Low Profile
Low Profile
Makes partial cover grant the defense bonus of full cover.
Sprinter
Sprinter
Grants +4 mobility (roughly 3 tiles movement).
Provides +3 Aim, +2 Will. No other bonuses. No other bonuses.
RANK CAPTAIN.png
Tech Sergeant
Aggression
Aggression
Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus.
Tactical Sense
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
Ranger
Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters.
No other bonuses. No other bonuses. Provides +2 Aim.
RANK MAJOR.png
Gunnery Sergeant
Vital Point Targeting
Vital Point Targeting
Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied.
Resilience
Resilience
Confers immunity to critical hits.
Smoke and Mirrors
Smoke & Mirrors
Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1.
No other bonuses. Provides +2 Will. No other bonuses.
RANK COLONEL.png
Master Sergeant
Rapid Fire
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Hit and Run
Hit and Run
Your first standard shot of each turn against an uncovered or flanked target does not cost an action. Does not work against flying units, and cannot be used if Run N' Gun activated.
In the Zone
In the Zone
Killing a flanked or uncovered target does not cost an action. Confers a -1 base damage and -10% critical hit chance penalty for each successive In The Zone kill.
Provides +2 Aim. No other bonuses. No other bonuses.


Stat Progression

Rank Health
/level
Health
total
Aim
/level
Aim
total
Will
/level*
Will
total*
Specialist 0 0 4 4 5(6) 5(-6)
Lance Corporal 0 0 4 8 5(6) 10(-12)
Corporal 1 1 4 12 3(4) 13(-16)
Sergeant 0 1 4 16 3(4) 16(-20)
Tech Sergeant 0 1 3 19 3(4) 19(-24)
Gunnery Sergeant 0 1 3 22 3(4) 22(-28)
Master Sergeant 1 2 3 25 3(4) 25(-32)
  • Note that even without Hidden Potential switched on there is a Random (2) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.

Tactical Advice

Role: Scout / Mobile Offense

In Long War, battlefield awareness is very important and the rebalanced ranges for weapons mean that line of sight and situational awareness is more important than ever. This is where the Scout comes into play.

Scouts have a great deal of flexibility in how they can be built. Here are some roles they can fill:

  • Point-man
A major role of the Scout class is leading the charge, drawing out overwatch fire with their Lightning Reflexes so that the rest of the squad can advance. A Scout specialized in this role will be built defensively, with perks such as Tactical Sense, and Resilience. Resilience is particularly important, since some aliens have Opportunist, and even with Lightning Reflexes eventually your scout will be hit by overwatch fire. They will typically be armed with SMGs for mobility, though given they're usually at the front, shotguns are also good in this role.
  • Close range combatant
Scouts are mobile enough to act a lot like an Assault, getting flanks at close range even without Run & Gun. Key perks to getting the most out of Scouts in this role are In The Zone or Hit & Run, allowing a Scout to move up to an enemy, kill them (or even several of them with ITZ) with flanking shots and then move back to safety. Shotguns are the weapon of choice for this role.
  • Mid-to-long range flanker
A flanker Scout will use their mobility to move around the side and get a flanking shot at medium-to-long range, either with a Marksman Rifle or Assault Rifle. Squadsight is available from Marksman Scopes to allow the Scout to use the full range of marksman rifles to make this easier.

Any of these roles can also benefit from the Scout's support perks such as Holo-Targeting, Battle Scanner and Flush.

Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.

See also

Lone Wolf (EU2012).jpg Long War: Soldiers 
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s