Ranger (LWOTC)

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Ranger
The Ranger is the master of the rifle and may be trained to use it in offensive and defensive capacities.

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 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.

"Pointman" type Rangers focus on the raw power of the sawed-off shotgun, further improving the massive burst of damage it can deal while also gaining more ammo to continuously use it but due to the severely limited range lacks reach making it difficulty to fully utilize.

"Defender" type Rangers 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 or simply slippery enemies such as Archons.

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.

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

Rank Ability
Squaddie
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 are not turn-ending, allowing for shooting then moving or shooting twice on a turn.
Infantry Pointman Defender
Lance Corporal
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
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
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
Staff Sergeant
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
Once per turn, take a reaction shot with your primary weapon at a visible enemy that has fired upon a visible ally.
Tech Sergeant
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
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
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 10/20/30 AP per tier for offensive perks, 10/15/25 AP per tier for defensive perks and 35 AP for Tier 4 perks.

Tier 1 Defensive Tier 1 Offensive Tier 2 Defensive Tier 2 Offensive Tier 3 Defensive Tier 3 Offensive Tier 4
Gain 20 Defense and 20 Crit chance while injured.
Confers +10 aim and +10 defense against targets at a lower elevation.
Gain 40 dodge against attacks within four tiles.
When targeted by enemy fire, automatically fire back with your primary weapon once per turn.
If you get at least one kill during your turn, automatically Hunker Down at the end of it.
Killing organic enemies with your sawed-off shotgun have a 50% chance to panic other organic enemies within 10 tiles of the target.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
Grants one free smoke grenade item to your inventory.
Firing the sawed-off shotgun no longer ends the turn.
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.
Fire a barrage that pins down multiple targets within a 4-tile radius, granting reaction fire against anyone that moves, and imposing a -25 penalty to all targets' aim until suppression is removed. Cannot be used when concealed.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
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.
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.
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Take an action after dashing.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
Every 4 turns, as a free action, you can use a Battle Scanner.
Kills with your primary weapon restore 1 ammo.
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.
Gain 5 dodge per enemy you can see, up to a maximum of +30.
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn.
Your smoke grenades confer an additional 10 defense.
Killing a panicked or disoriented enemy with your sawed-off shotgun refunds one action point.
Makes partial cover count as full.
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.
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 ranged attacks gain +2 armor piercing and +15 aim against units in cover.
Shots fired with your primary weapon pierce 3 armor.
Shots deal +2 damage and ignore target's Dodge by -40 if the target has been wounded this turn.

Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 1 0 0 1 0 0 1
Aim
Aim
5 4 4 3 1 1 1 1
Will
Will
4 4 0 0 0 0 0 0
Total Health
Health
0 1 1 1 2 2 2 3
Aim
Aim
5 9 13 16 17 18 19 20
Will
Will
4 8 8 8 8 8 8 8

Sample Builds

See Also

XCOM Units in Long War of the Chosen
Starting
XCOM2 rank rookie.png
Overview
LW2 class assault.png
Assault
XCOM2 class grenadier.png
Grenadier
LW2 class Gunner.png
Gunner
XCOM2 class ranger.png
Ranger
XCOM2 class sharpshooter.png
Sharpshooter
LW2 class Shinobi.png
Shinobi
XCOM2 class specialist.png
Specialist
LW2 class Technical.png
Technical
Unlockable
XCOM2 class psiop.png
Psi Operative
XCOM2 class spark.png
SPARK
LWOfficers RankFieldCommander.png
Officers
Faction
XCOM2 class reaper.png
Reaper
XCOM2 class skirmisher.png
Skirmisher
XCOM2 class templar.png
Templar