MEC Assault (TJ)
Appearance

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Class Overview
A mix of human and machine, MEC Assaults specialize in covering distance quickly and hitting enemies hard at close range.
Weapons
Primary: SPARK Rifles
Secondary: SPARK BIT
Abilities
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for more information.
| Rank | Ability | ||
Squaddie |
Take an action after dashing. |
Template:Shock Absorbers (TJ) | Attack any enemy within movement range with a devastating punch. 3-turn cooldown. Damage is dependent on equipped chassis. |
|---|---|---|---|
The Strike ability no longer has a cooldown. |
All MEC Troopers are immune to fire, Chryssalid poison, Viper bind and knockback. |
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| Warrior | Marauder | Pathfinder | |
Lance Corporal |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
Grants +2 damage and +10 aim to all Strike attacks. Also grants the Wrecking Ball ability. |
This soldier gains 2 mobility when equipped with a SPARK Shield. |
Corporal |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Grants +20 crit chance to all Strike attacks, and strike attacks will do +2 additional damage on critical hits. |
Gain a non-movement action point after using Shield Wall. |
Sergeant |
The unit has conditioned themselves for combat, granting themselves extra HP that scales with their equipped armor. |
Mark a target, giving you +50 Crit chance and +50 Defense against it for 3 turns. This ability doesn't cost an action. Has a 3 turn cooldown. |
After activating Sheild Wall, perform free Shield Bash attacks on any enemies that enter or attack from melee range. |
Staff Sergeant |
Activating Run and Gun grants +50% critical damage for the rest of the turn. |
Finish off a damaged enemy with a ruthless punch. This ability can target any enemy who has taken health damage and has 6 HP or less remaining. Costs one action and does not end the turn, even when used with a dash move. |
Your first reaction shot each turn is guaranteed to hit. |
Tech Sergeant |
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded. |
Your melee attacks against all enemies ignore their armor, have a +15 critical chance, and do +2 critical damage. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Gunnery Sergeant |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Template:Charger (TJ) | Once per turn, the soldier follows up an ally's attack with a reaction shot. |
Master Sergeant |
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically. |
Killing an enemy has a chance to panic some of the nearby organic enemies. |
When at full health, deal more and take less damage depending on armour tech. |
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 |
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. |
A special Strike attack that does half damage but stuns the target for two action points. Cannot target robotic units. 4-turn cooldown. Also reduces the cooldown of Kinetic Strike by 1. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
As a free action, reload your weapon. Can be used every 3 turns. |
You get + 10 Aim and +10 Crit chance on ranged attacks against the closest visible enemy. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Your primary weapon attacks shred armor. | |
A melee finisher that never misses and does not end your turn even when used with a dash move, but can only target damaged enemies on 3 or less HP. Can be used once per turn. 3 turn cooldown. |
You do one additional point of base damage when using guns. |
Shots fired with your primary weapon pierce 3 armor. |
All your attacks deal +2 damage. |
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Kills with your primary weapon restore 1 ammo. | |
Grants an extra utility item slot only usable for ammo. Ammo in this slot will not drain mobility, even if it will be displayed as such in the armory. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn. |
Gain 5 dodge per enemy you can see, up to a maximum of +30. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. | |
Gain a bonus point of Armor, and always provide high cover to all adjacent squadmates. |
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses. |
Make a special melee attack against any enemy within movement range that deals little damage but stuns the target for 1 turn. |
Fire a cone shaped barrage of bullets at every enemy in an area. In addition, the cover of those enemies can be damaged or destroyed. Uses a lot of ammunition. |
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. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Template:Burial Strike (TJ) | |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
Take a shot with a small aim penalty for a significant damage boost. |
Template:Relocation Servos (TJ) | Increases damage against organic targets by 30%. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
Ranged attacks against flanked enemies deal +2 damage. | |
Fire your primary weapon just over the target's head, causing them to panic. This attack deals no damage. Uses 2 ammo. 1 use(s) per mission. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Your grazing attacks are automatically upgraded to normal hits. |
Impact Compensation Stacking limit is increased by 1, and Enhanced Layered Armor damage cap is reduced by 10%. |
As a free action, detonate an environmental explosive with a well placed shot. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. | |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
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. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown. |
Once per mission, become immune to death and incapacitation until the end of your next turn. |