Difference between revisions of "Technical (LW2)"

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"Rocketeer" type Technicals (Left branch) focus on the rocket launcher, expanding the soldier's capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket's wake make an unsuitable defensive position should XCOM need to occupy it.
 
"Rocketeer" type Technicals (Left branch) focus on the rocket launcher, expanding the soldier's capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket's wake make an unsuitable defensive position should XCOM need to occupy it.
  
"Fireman" type Technicals (Right branch) focus on the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks.
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"Fireman" type Technicals (Right branch) overhauls the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks.
  
Like Long War 1's ancestral rocketeers, Technicals can also enjoy a variety of alternate perks (center branch) that make them capable riflemen; if the basic functions of the gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use.
+
Like Long War 1's ancestral rocketeers, Technicals can also enjoy a variety of alternate perks (center branch) that make them capable riflemen; if the basic functions of the Gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use.
  
 
Technical's are 10% more expensive for infiltration due to their decidedly non-civilian gear.
 
Technical's are 10% more expensive for infiltration due to their decidedly non-civilian gear.

Revision as of 22:05, 27 January 2017

Technicals carry XCOM's high impact ordnance in an advanced, miniaturized "Gauntlet", blasting foes with rockets or burning them with a flamethrower in the same operation.

Primary: Rifle(default), SMG or Shotgun; Secondary: Gauntlet

The Technical class brings XCOM 2's midgame Rocket and Flamethrower heavy weapons (normally reserved for use on EXO or WAR suits) to a regular soldier's everyday use. Though similar in position-clearing capability to their fellow grenadiers, Technicals must get close (or accurate) in order to use their heavy weapons; thankfully, unlike Grenadiers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline soldiers.

"Rocketeer" type Technicals (Left branch) focus on the rocket launcher, expanding the soldier's capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket's wake make an unsuitable defensive position should XCOM need to occupy it.

"Fireman" type Technicals (Right branch) overhauls the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks.

Like Long War 1's ancestral rocketeers, Technicals can also enjoy a variety of alternate perks (center branch) that make them capable riflemen; if the basic functions of the Gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use.

Technical's are 10% more expensive for infiltration due to their decidedly non-civilian gear.

Abilities

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
Squaddie
Heavy Weapons
This soldier is trained to use the XCOM gauntlet, a combination Rocket Launcher and Flamethrower.
Rocketeer Fireman
Lance Corporal
Lance Corporal
Fire in the Hole
Your rockets are more accurate.
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.
Roust
Special Flamethrower shot that does limited damage but forces enemies to change their position.
Corporal
Corporal
Biggest Booms
Your grenades and standard rockets can inflict critical damage (50% chance for +2 damage).
Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown.
Napalm-X
Your Flamethrower can now disorient or panic enemies.
Sergeant
Sergeant
Concussion Rocket
Fire a special rocket that does limited damage but has a chance to stun or disorient organic enemies within its area of effect and leaves a cloud of smoke.
Shredder
Your primary weapon attacks shred armor.
Burnout
Activating your Flamethrower leaves a small smoke cloud around your position, providing a defensive bonus.
Staff Sergeant
Staff Sergeant
Tandem Warheads
Your grenades and rockets do full damage to units to the maximum extent of their area of effect.
Formidable
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
Phosphorus
Your flamethrower can now damage mechanical units and shreds armor.
Tech Sergeant
Tech Sergeant
Javelin Rockets
The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range.
Fire and Steel
Fire and Steel
Attacks with your gauntlet, and fires set by gauntlet weapons, do +1 damage.
Incinerator
Your flamethrower has an increased range of one tile and covers a wider area of effect.
Gunnery Sergeant
Gunnery Sergeant
Salvo
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
Tactical Sense
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Quickburn
Activate so your next use of the flamethrower will not cost an action.
Master Sergeant
Master Sergeant
Bunker Buster
Fire a special rocket that destroys buildings and other objects in the environment.
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.
Firestorm
Once per battle, attack all units in a complete circle around the soldier's position. Also grants immunity to fire damage.

Stat Progression

Rank Health Offense Will Mobility Dodge Hacking
Squaddie 0 2 4 0 0 0
Lance Corporal 1 2 4 0 0 0
Corporal 0 2 0 0 0 0
Sergeant 1 2 0 0 0 0
Staff Sergeant 0 2 0 0 0 0
Tech Sergeant 1 2 0 0 0 0
Gunnery Sergeant 0 2 0 0 0 0
Master Sergeant 1 2 0 0 0 0
Total 4 16 8 0 0 0

This class also gains 1 point of strength, though it's not clear what that does.