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MEC Assault (TJ)

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MEC_Trooper
MEC_Trooper
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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

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

Rank Ability
Squaddie
Squaddie
Run and Gun
*Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. *Run and Gun has a 4 turn cooldown.
Take an action after dashing.
Template:Shock Absorbers (TJ)
Kinetic Strike
*You can trigger the Kinetic Strike ability by placing the movement cursor over an enemy. *The SPARK can perform a "Dash" move, using both actions to move, and still trigger a Strike against an adjacent enemy. *Kinetic Strike will do 7/9.5/12 damage, depending on the equipped chassis. *Kinetic Strike's chance to hit is based off the SPARK's aim with a +15 boost. *Learning the Assault Servos ability will grant +2 damage and an extra +10 aim to all Kinetic Strike attacks.
Attack any enemy within movement range with a devastating punch. 3-turn cooldown. Damage is dependent on equipped chassis.
Strike Out
*The Strike ability no longer has a cooldown.
The Strike ability no longer has a cooldown.
MEC Trooper Immunities
* All MEC Troopers are immune to fire, Chryssalid poison, Viper bind and knockback.
All MEC Troopers are immune to fire, Chryssalid poison, Viper bind and knockback.
Warrior Marauder Pathfinder
Lance Corporal
Lance Corporal
Impulse
*Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Assault Servos
*Learning the Assault Servos ability will grant +2 damage and an extra +10 aim to all Kinetic Strike attacks.
Grants +2 damage and +10 aim to all Strike attacks. Also grants the Wrecking Ball ability.
Shield Training
Template:Shield Training (TJ)/Info
This soldier gains 2 mobility when equipped with a SPARK Shield.
Corporal
Corporal
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Brutal Servos
Template:Brutal Servos (TJ)/Info
Grants +20 crit chance to all Strike attacks, and strike attacks will do +2 additional damage on critical hits.
Protect and Serve
* Gain a non-movement action point after using Shield Wall. * Passive.
Gain a non-movement action point after using Shield Wall.
Sergeant
Sergeant
Cybernetic Conditioning
Template:Cybernetic Conditioning (TJ)/Info
The unit has conditioned themselves for combat, granting themselves extra HP that scales with their equipped armor.
This One's Mine
* Only you get the bonuses. * Consider using this ability against elite enemy units such as Custodians, Cobras, or Sectopods for its large bonus of 50 defense. * Our plasma weaponry will greatly benefit from the bonus critical hit chance due to their reliance on the critical damage.
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.
En Garde
* If an enemy begins their turn in an adjacent tile, En Garde will trigger if that enemy tries to attack the soldier * If an enemy does not begin their turn in an adjacent tile, then En Garde will trigger when that enemy moves into melee range. * These attacks will only occur if the soldier currently has Shield Wall activated.
After activating Sheild Wall, perform free Shield Bash attacks on any enemies that enter or attack from melee range.
Staff Sergeant
Staff Sergeant
Killer Instinct
*Activating Run and Gun grants +50% critical damage for the rest of the turn.
Activating Run and Gun grants +50% critical damage for the rest of the turn.
Cross Out
Template:Cross Out (TJ)/Info
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.
Focus
* This applies to any reaction shot, e.g. Overwatch, Suppression, or That's Close Enough. * Although the first reaction shot each turn will never miss, it can still graze.
Your first reaction shot each turn is guaranteed to hit.
Tech Sergeant
Tech Sergeant
Burial Shot
* Has a 2 turn Cooldown. * Ignores sustain effects, so Burial Shot is especially useful for putting down priests and raptor commandos.
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded.
Rending Claws
Template:Rending Claws (TJ)/Info
Your melee attacks against all enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Close Combat Specialist
*Will not trigger if soldier is concealed. *You may shoot at each enemy with this ability once per turn. *Each shot requires 2 ammo.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
Gunnery Sergeant
Gunnery Sergeant
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
Template:Charger (TJ)
Chasing Fire
* Chasing Fire will not be triggered by other reaction attacks. * Will not trigger during Field Of Zero.
Once per turn, the soldier follows up an ally's attack with a reaction shot.
Master Sergeant
Master Sergeant
Chain Shot
* Chain Shot requires 2 ammo points. * Chain Shot has a 3 turn cooldown. * Chain Shot has a -10 aim penalty. * Chain Shot can be devastating against non-cover enemies, or when augmented with aim bonuses.
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically.
Gore
* Gore activates every time the unit kills an enemy, and then the chance to panic is rolled for every enemy individually. Cooldown: 0 turns. * Enemies will tend to move when panicked by this ability which can trigger Overwatch abilities such as Rout. * Only organic enemies who had direct line of sight to the killed enemy can panic. * Panic is removed if the soldier that caused the panic is killed. * Panic chance = Rank * 8.0% + Damage * 2.0% + Max HP * 1.0% - Enemy Will, where: * Rank = Soldier's Rank, counting Squaddie as Rank 1. * Damage = total damage dealt by the soldier to the killed enemy. * Max HP = maximum HP of the killed enemy. * Enemy Will - will of the enemy that can panic.
Killing an enemy has a chance to panic some of the nearby organic enemies.
Unscarred
* The bonuses are granted only when the soldier's health is full. * Deal 1-3 more damage based on armour tech. * Take 1-3 less damage based on armour tech.
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
Flush
* Flush has a 3 turn cooldown. * +30 bonus to aim. * Damage is reduced by 50% * Cannot crit or apply bonus ammo effects. * Cannot be used from concealment. * Target loses 10 defense and 30 dodge. The debuff lasts 1 turn and can stack. Requires the target to be hit to be affected.
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.
Concussive Strike
* Concussive Strike cannot target robotic units, as their processing centers aren't as squishy as brains. * The damage of Concussive Strike without Assault Servos is 3/4.75/6 depending on equipped chassis. * The damage of Concussive Strike with Assault Servos is 4/5.75/7 depending on equipped chassis. * The SPARK's improved melee abilities also reduce the cooldown of the main Kinetic Strike ability by 1.
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.
Resilience
*Enemy attacks against you suffer a -30 penalty to critical hit chances.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
Nimble Hands
* As a free action, reload your weapon. Can be used every 3 turns.
As a free action, reload your weapon. Can be used every 3 turns.
Priority Target
* If multiple enemies are equally distant, you get the bonus against all of them. * Priority Target doesn't affect melee attacks.
You get + 10 Aim and +10 Crit chance on ranged attacks against the closest visible enemy.
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Shredder
*A successful shot with a conventional weapon will shred 1 armor from the target. *More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.
Take Down
* This attack always deals 5 damage. If the enemy has enough armor or other damage resistance, Take Down may not always result in a kill. * Take Down can be used once per turn, and can be used with a dash only if used as the first action. * Unlike Take Under, Take Down does not rely on a melee weapon. Human soldiers will use the stock of their gun, and certain aliens will throw a punch or slash with their claws.
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.
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.
Stiletto
*Shots fired with your primary weapon pierce 3 armor.
Shots fired with your primary weapon pierce 3 armor.
Heavy Hitter
* Heavy Hitter also increases the damage from burning, poison, or acid caused by your attacks by 1.
All your attacks deal +2 damage.
Needle Grenades
*You have received extra training that enables you to employ explosive grenades that deploy specialized slivers that leave enemy loot and corpse intact and tears through unreinforced material. *Loot and corpses of enemies killed by any other explosives of this soldier, such as heavy weapons, are also preserved.
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies.
Close and Personal
*Confers +30 critical chance against adjacent targets. *Bonus reduced by 5 for each additional tile of distance from the target, down to 0 at 7 or more tiles.
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Lock 'N Load
*Kills with your primary weapon restore 1 ammo.
Kills with your primary weapon restore 1 ammo.
Bandolier
* Infantry can equip two different ammo items at the same time, but can only benefit from one at a time. If two ammo items are equipped the Infantry will gain a Swap Ammo ability that allows them to change the active ammo type. * Consider which ammo you should take on each mission. Infantry become much more powerful when equipped with an ammo type appropriate to the situation.
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.
Cover Me
* The overwatch shot and Cool Under Pressure last until the start of your next turn. * Cool Under Pressure grants +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown.
Executioner
*Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
Fearsome
* Perks like This One's Mine and Deadshot can help you get critical hits. * Critical hits with any of your weapons can trigger Fearsome.
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic.
Battlespace
* The extra +9 sight radius wears off after one turn. * The +3 sight radius is permanent.
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn.
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 5 dodge per enemy you can see, up to a maximum of +30.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Bulwark
*Bulwark adds one point of Armor. *Any squadmate standing adjacent to the SPARK will gain the high cover Defense bonus.
Gain a bonus point of Armor, and always provide high cover to all adjacent squadmates.
Return Fire
*Return Fire will only trigger once per turn. *Return Fire can be triggered by melee attacks and area of effect attacks. *Return Fire will not trigger when targeted by overwatch fire.
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses.
Bull Rush
* Bull Rush also affects mechanical units.
Make a special melee attack against any enemy within movement range that deals little damage but stuns the target for 1 turn.
Saturation Fire
*Saturation Fire requires 4 ammo points. *Saturation Fire has a 7 turn cooldown. *Saturation Fire will take a standard shot at every enemy in the cone, and will damage or destroy random cover elements in the cone.
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.
Maim
*Fire a shot with your primary weapon that does normal damage and immobilizes the target until the end of their next turn. *Useful to isolate a high-value target during an ambush. *Uses 1 ammo. *Maim has a 3 turn cooldown.
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.
Predator
*Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
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)
Open Fire
*Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
Deadeye
*Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%. *Deadeye has a 3 turn cooldown. *Works with Snap Shot.
Take a shot with a small aim penalty for a significant damage boost.
Template:Relocation Servos (TJ)
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.
Target Focus
*Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. *Unflankable enemies are ones that can't take cover, such as Drones, MECs and Berserkers.
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
Precision Shot
*Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. *Precision Shot has a 4 turn cooldown.
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Warning Shot
* 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.
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.
Holo Targeting
*Directed primary weapon-specific abilities will grant Holo Targeting. *Any abilities that target multiple units will not grant Holo Targeting.
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target.
Concentration
*Attacks that would normally graze their target are automatically upgraded to normal hits. *Applies to primary weapons, secondary weapons, and pistols.
Your grazing attacks are automatically upgraded to normal hits.
Impenetrable
Template:Impenetrable (LWOTC)/Info
Impact Compensation Stacking limit is increased by 1, and Enhanced Layered Armor damage cap is reduced by 10%.
Tear Down
* Has a cooldown of 2 turns. * Note that unlike the Reaper's Remote Start, Tear Down doesn't boost the explosion's damage or range, but it also does not require any ammo.
As a free action, detonate an environmental explosive with a well placed shot.
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Overkill
*Your ranged attacks deal +2 more damage to units at 50% HP or less.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
Dedication
*Gain 2 mobility and ignore reaction fire for the rest of the turn. *Free action. *Dedication has a 4 turn cooldown.
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
Zone of Control
*All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
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.
Fortify
* Activate to grant the soldier +20 defense until the beginning of the soldier's next turn. * This ability is a free action and has a 3-turn cooldown.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown.
Last Stand
* You can still take damage, but it will never reduce you below 1 hp. * You can't be knocked unconscious, disoriented, or otherwise incapacitated.
Once per mission, become immune to death and incapacitation until the end of your next turn.