Technical (LWOTC)
Class Overview
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. Technicals are assets ready to bail you out of a bad situation or push through a tough stalemate like no-one else can. Spend their limited heavy weapons charges wisely at pivotal points in your missions, and their burning and blasting won’t let you down. 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.
Branches
Left branch: "Rocketeer" type Technicals 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.
Right branch: "Fireman" type Technicals 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.
Center branch: 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.
Weapons
Primary: Rifles, SMGs, Shotguns.
Secondary: Gauntlet
The Technical's Gauntlet lets them fire a rocket once and a flamethrower twice. Technicals can boost the ammo counts of their rockets OR flamethrower by equipping EXO or WAR armor; rather than the usual heavy weapon option (Shredder gun), Technicals can choose from a bonus rocket or bonus flamethrower/roust charges. This doesn't penalize their mobility. The chance to apply burning to the target with flamethrower is 60% and the chance to apply fire to the tile is 50%. Roust has only 20% chance for both.
Abilities
Mouse-over for more information.
Rank | Ability | ||
Squaddie |
This soldier is trained to use the XCOM gauntlet, a combination Rocket Launcher and Flamethrower. |
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Rocketeer | Fireman | ||
Lance Corporal |
Your rockets are more accurate. |
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. |
Special Flamethrower shot that does limited damage but forces enemies to change their position and applies a special debuff. |
Corporal |
Fire a special rocket that does 2 damage but has a chance to stun or disorient organic enemies within its area of effect. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 4 turn cooldown. |
Your Flamethrower can now panic enemies. |
Sergeant |
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage). |
Your primary weapon attacks shred armor. |
Activating your Flamethrower leaves a small smoke cloud around your position, providing a defensive bonus. |
Staff Sergeant |
Your grenades, rockets and heavy weapons do full damage to the maximum extent of their area of effect. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Your flamethrower's base damage can now ignore fire immunities, and shred armor. |
Tech Sergeant |
The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range. |
Attacks with your gauntlet, and fires set by gauntlet weapons, do +1 damage. |
Your flamethrower has an increased range and covers a wider area of effect. |
Gunnery Sergeant |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Activate so your next use of the flamethrower will not cost an action. |
Master Sergeant |
Fire a special rocket that destroys buildings and other objects in the environment. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Once per battle, dash to a position within movement and attack all units in a complete circle around the soldier's position. Also grants immunity to 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 |
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Critical hits with your primary weapon have a chance to panic the target and nearby enemies. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
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. |
Explosive grenades and any damage over time effects inflicted by grenades do one additional damage. |
Once per turn, take a reaction shot with your primary weapon at a visible enemy that has fired upon a visible ally. | |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have a -15 aim penalty. Has a 3 turn cooldown. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
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. |
Your grazing attacks are automatically upgraded to normal hits. |
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. |
Grants +1 charge per grenade item in a utility slot. | |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching. |
Take a shot with a small aim penalty for a significant damage boost. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Ranged attacks against flanked enemies deal +2 damage. | |
If you did not attack this turn, hunker down automatically. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters. |
Equipped medikits have 2 extra charges. |
Your grenades now pierce up to 2 point(s) of armor and shred 1 additional point(s) of armor. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. | |
Grants 1 free flashbang item to your inventory. |
Standard shots with your primary weapon are not turn-ending. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. | |
Gain 40 dodge against attacks within four tiles. |
Makes partial cover count as full. |
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. |
Take an action after dashing. |
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. |
When targeted by enemy fire, automatically fire back with your primary weapon once per turn. |
When in overwatch, you may take two reaction shots. | |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
If you get at least one kill during your turn, automatically Hunker Down at the end of it. |
Shots fired with your primary weapon pierce 3 armor. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Grants one free smoke grenade item to your inventory. |
Your grenades' area of effect is increased by one tile. |
Gain 20 Defense and 20 Crit chance while injured. |
Stat Progression
Rank | |||||||||
Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
3 | 2 | 2 | 2 | 3 | 2 | 2 | 2 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
3 | 5 | 7 | 9 | 12 | 14 | 16 | 18 | |
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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