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
"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.
"Striker" type Technicals can also enjoy a variety of alternate perks 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.
"Pyrotech" 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.
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/concussion rocket or bonus flamethrower/roust charges. This doesn't penalize their mobility.
Abilities
Mouse-over
for more information.
| Rank | Ability | ||
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Squaddie |
This soldier is trained to use the XCOM gauntlet, a combination Rocket Launcher and Flamethrower.
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| Rocketeer | Striker | Pyrotech | |
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Lance Corporal |
Your rockets are more accurate.
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Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
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Your Flamethrower can now panic enemies.
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Corporal |
Fire a special rocket that does 2 damage but has a chance to stun or disorient organic enemies within its area of effect.
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Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
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Special Flamethrower shot that does limited damage but forces enemies to change their position and applies a special debuff.
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Sergeant |
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage).
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Your primary weapon attacks shred armor.
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Activating your Flamethrower leaves a small smoke cloud around your position, providing a defensive bonus.
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Staff Sergeant |
The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range.
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You do one additional point of base damage when using guns.
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Your flamethrower's base damage can now ignore fire immunities, and shred armor.
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Tech Sergeant |
Fire a special rocket which deals a small amount of damage but shuts down all robotic units for a turn.
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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.
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Your flamethrower has an increased range and covers a wider area of effect.
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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.
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If you score one or more kills on your turn, you are granted a single bonus move.
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Activate so your next use of the flamethrower will not cost an action.
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Master Sergeant |
Fire a special rocket that destroys buildings and other objects in the environment.
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Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP.
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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.
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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 |
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Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 4 turn cooldown.
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Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
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Grants 1 free flashbang item to your inventory.
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Fire a special rocket which shreds and ruptures targets in a small area.
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Gain 15 defense and 50 dodge against reaction attacks.
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Ranged attacks against flanked enemies deal +2 damage.
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Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
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Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
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Your grenades' area of effect is increased by one tile.
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If you did not attack this turn, hunker down automatically.
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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.
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Enemy attacks against you suffer a -30 penalty to critical hit chances.
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You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
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Your damaging grenades and gauntlet rockets decrease enemy defense by 15 and dodge by 20 for 1 turn.
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Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges.
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Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
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Your grenades and gauntlet rockets decrease enemy aim by 10 and critical chance by 15 for 1 turn(s).
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Grants +1 charge per grenade item in a utility slot.
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Makes partial cover count as full.
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Your grenades now pierce up to 2 point(s) of armor, shred 0 additional point(s) of armor, and do full damage to units to the maximum extent of their area of effect.
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You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
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Grants one free smoke grenade item to your inventory.
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You may throw or launch grenades two additional tiles.
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You get an additional 20 Defense and 20 Dodge against attacks by the closest visible enemy while not flanked.
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Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies.
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Take 35% less damage against attacks within four tiles.
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Shots fired with your primary weapon pierce 3 armor.
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Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching.
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Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning.
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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.
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Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
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Special shot for primary-weapon shotguns only: Fire a shot that pierces 2 armor and has no range penalties. Uses 1 ammo. Has a 2 turn cooldown.
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If you score a kill during your turn, the next attack against you during the enemy turn will miss.
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You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy.
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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.
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Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown.
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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.
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You equip one additional rocket.
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Stat Progression
| Rank |
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| Per Level |
Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
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Aim |
4 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
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Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total |
Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
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Aim |
4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | |
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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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