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ADVENT MEC (LWOTC)

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The ADVENT MEC is the standard ADVENT mechanized combat unit, equipped with heavy weaponry that can shred armor and deal high damage. Its micro missile launcher functions as light artillery, bombarding our troops. These explosions are equivalent to standard frag grenades.

The MEC's cannon enables it to suppress our forces, pinning soldiers in place and limiting their actions. Although MECs cannot take cover and are therefore easier to hit, they compensate with significant armor and surprising mobility, allowing them to scale buildings for threatening flanks.

Advent MEC (Rank 1)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 7 1 70 0 33 0 0 12 50 50 8
Veteran 8 2 75 10 33 0 0 14 50 70 8
Commander 8 2 75 10 40 0 0 14 50 70 8
Legend 9 2 75 10 40 0 0 14 50 70 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Advent MAG Cannon 4 - 7 2 3 Shred: 1
Micro Missile 2 - 5 - 1 Range: 20
Radius: 2.5
Shred: 1
Env Dmg: 10
Max Units in Pod = 2
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
Follower Spawn Weight 0 0 0 0 2 3 4 4 4 4 3 3 3 3 3 0 0 0 0 0
Abilities and Tactical Upgrades
Micro Missiles
Target an area with an explosive missile attack to deal explosive damage and deals low environmental damage.
Suppression
*Suppression costs 2 ammo points to use, but has no cooldown. *Suppression will be canceled if the suppressing unit is damaged. *If multiple units suppress a target, the aim penalty will not stack. *May not be used if sniper rifle or shotgun-class weapons are equipped. *Suppression restricts many of the target's abilities, including the use of rockets and grenades. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression.
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. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression.
Vault
Allows leaping up to higher elevations without the need to climb.
Mechanical Chasis
The mechanical frame grants immunity to fire and poison.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Iron Skin
Incoming melee damage is reduced by 3.

100% chance of applying after completion
Damage Control
*Your armor hardens temporarily after an impact. After taking damage, gain 2 armor through the end of the next turn.
After taking damage, gain 2 armor through the end of the turn.

20% chance of applying after completion

Advent Heavy MEC (Rank 2)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 12 2 75 0 33 10 0 12 50 80 9
Veteran 13 3 75 10 33 10 0 15 50 85 9
Commander 14 3 75 10 40 10 0 15 50 85 9
Legend 16 3 75 10 40 15 0 15 50 85 9
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Advent MAG Cannon 5 - 10 4 3 Shred: 2
Micro Missile 3 - 6 - 2 Range: 20
Radius: 2.5
Shred: 1
Env Dmg: 10
Max Units in Pod = 2
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 0 0 0 0 0
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 1 2 4 5 5 6 7 7 7 7 6
Abilities and Tactical Upgrades
Micro Missiles
Target an area with an explosive missile attack to deal explosive damage and deals low environmental damage.
Suppression
*Suppression costs 2 ammo points to use, but has no cooldown. *Suppression will be canceled if the suppressing unit is damaged. *If multiple units suppress a target, the aim penalty will not stack. *May not be used if sniper rifle or shotgun-class weapons are equipped. *Suppression restricts many of the target's abilities, including the use of rockets and grenades. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression.
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. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression.
Vault
Allows leaping up to higher elevations without the need to climb.
Mechanical Chasis
The mechanical frame grants immunity to fire and poison.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Iron Skin
Incoming melee damage is reduced by 3.

100% chance of applying after completion
Damage Control
*Your armor hardens temporarily after an impact. After taking damage, gain 2 armor through the end of the next turn.
After taking damage, gain 2 armor through the end of the turn.

20% chance of applying after completion


Superheavy MEC (Rank 3)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 18 3 80 0 33 20 0 12 50 120 10
Veteran 24 4 85 10 33 20 0 12 50 120 10
Commander 30 4 90 10 40 20 0 12 50 120 10
Legend 35 5 90 10 40 20 0 12 50 120 10
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Advent MAG Cannon 5 - 10 4 3 Shred: 2
Pierce: 1
Micro Missile 3 - 8 - 2 Range: 20
Radius: 2.5
Shred: 1
Pierce: 1
Env Dmg: 10
Max Units in Pod = 2
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 2 2
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 4
Abilities and Tactical Upgrades
Micro Missiles
Target an area with an explosive missile attack to deal explosive damage and deals low environmental damage.
Suppression
*Suppression costs 2 ammo points to use, but has no cooldown. *Suppression will be canceled if the suppressing unit is damaged. *If multiple units suppress a target, the aim penalty will not stack. *May not be used if sniper rifle or shotgun-class weapons are equipped. *Suppression restricts many of the target's abilities, including the use of rockets and grenades. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression.
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. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression.
Vault
Allows leaping up to higher elevations without the need to climb.
Mechanical Chasis
The mechanical frame grants immunity to fire and poison.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Iron Skin
Incoming melee damage is reduced by 3.

100% chance of applying after completion
Damage Control
*Your armor hardens temporarily after an impact. After taking damage, gain 2 armor through the end of the next turn.
After taking damage, gain 2 armor through the end of the turn.

Tips

  • Like most mechanical enemies, they do not have much defense making them easier targets but are more durable by having generally more HP and armor than bio enemies. It is recommended to have some sort of shredding or piercing to more easily deal with these targets.
  • Like most units with AOE moves, you ideally want to spread your soldiers out in order to greatly dissuade them from ever using them although higher level MECs may still use their missiles on a single target instead of waiting for a more opportune moment.
  • Tier 2+ MECs will generally use their scamper move to overwatch instead of repositioning if they see any valid targets. It is important to have some way of addressing overwatch to mitigate this action or to engage them out of their sight.