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"The Ranger serves as our primary reconnaissance unit, capable of moving independently in concealment while engaging enemies at close range." ~Central OFficer Bradford

A ranger stands at ease with his shotgun

The Ranger Class is one of the four basic classes of XCOM soldier. They wield shotguns or assault rifles as their primary weapon and swords as their secondary weapon. Their weapons suit them to close-range combat, and their abilities emphasize stealth, mobility, defenses, and earning additional attacks with their weapons.

Statistics[edit | edit source]

On veteran difficulty, add 1 to all hp values. on rookie difficulty, add 2 to all hp values

Ranger Stats
Rank HP aim
Squaddie 5 68
Corporal 6 71
Sergeant 7 74
Lieutenant 8 76
Captain 8 78
Major 9 79
Colonel 10 80

Abilities[edit | edit source]

Upon promoting to a new rank, Rangers may freely choose one of two offered abilities at that rank. Either ability may be chosen, regardless of the Ranger's prior promotion choices.

Scout Rank Assault
Squaddie Slash: Attack any enemy within movement range with your sword. Granted freely to all rangers
Phantom: When the squad is revealed, this soldier remains concealed. Corporal Blademaster: All sword attacks deal +2 extra damage and have +10 aim. Squaddie rangers with this ability have 100% hit chance against enemies who do not possess innate defense stats.
Shadowstrike: When concealed, gain +25 bonus aim and +25 bonus critical hit chance when attacking enemies. Shadowstrike bonuses will apply if the Ranger re-enters concealment in a mission. Actually applies to all attacks taken against enemies who cannot see the ranger's initial position, particularly sword attacks around walls. Sergeant Shadowstep: This soldier does not trigger overwatch or reaction fire. Soldiers with shadowstep simply do not cause overwatching enemies to react to their movements. After moving, the overwatching enemy will still be overwatching. Does not work against Muton parry.
Conceal: Immediately enter concealment once per mission. Does not cost an action. Lieutenant Run and Gun: Take an action after dashing. 3 turn cooldown. Actually gives an extra action point that can only be used for attacking actions.
Implacable: If you score one or more kills on your turn, you are granted a single bonus move. Upon scoring a kill, the ranger earns an action point that may only be used on movement. Captain Bladestorm: Free sword attacks on any enemies that enter or attack from melee range. Sword attack suffers the 0.7x reaction fire penalty. Procs on any enemy who enters, leaves, or takes an action in a square adjacent to the ranger. If an enemy does multiple movements or actions in adjacent squares, bladestorm only procs once.
Deep Cover: If you did not attack this turn, hunker down automatically. Major Untouchable: If you score a kill during your turn, the next attack against you during the enemy turn will miss. Protects against all damaging attacks, even those that cannot miss. Does not protect against mental attacks, or against damage/status inflicted by the environment. If you score multiple kills during a turn, Untouchable will only protect against one attack.
Rapid Fire: Fire twice in a row at an enemy. Each shot suffers an aim penalty of -15. In vanilla, there is no cooldown. WotC gives this ability a 5-turn cooldown. If the first shot kills, the second shot will not be fired. Colonel Reaper: A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage. 4-turn cooldown. Cannot be combined with run & gun.

Gear and Equipment[edit | edit source]

The ranger by default has a single utility slot. They may equip either assault rifles or shotguns in their primary weapon slot.

Unless otherwise stated, all damage ranges are uniformly distributed - each outcome is equally likely.

Ranger Weapons
Item Type Range Table Damage Crit Rate Crit bonus damage Technology required
Shotgun Primary Close 4-6 10 4 -
Shard Gun Primary Close 6-8 15 5 Magnetic Weapons
Storm Gun Primary Close 8-10 20 6 Storm Gun
Assault Rifle Primary Medium Conventional 3-5 0 3 -
Magnetic Rifle Primary Medium Magnetic 5-7 0 4 Magnetic Weapons
Plasma Rifle Primary Medium Beam 7-9 0 5 Beam Weapons
Sword Secondary Melee 3-5 10 2 -
Arc Blade Secondary Melee 4-6 15 2 Stun Lancer Autopsy
Fusion Blade Secondary Melee 5-7 20 3 Archon Autopsy