MEC Heavy (TJ)
Appearance

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Class Overview
A mix of human and machine, MEC Heavies specialize at dominating prolonged firefights, and are great at destroying cover.
Weapons
Primary: SPARK Rifles
Secondary: SPARK BIT
Abilities
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for more information.
| Rank | Ability | |||||
Squaddie |
As a free action, detonate an environmental explosive with a well placed shot. |
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. | ||||
|---|---|---|---|---|---|---|
A targeted enemy receives -20 aim and -50 critical chance against the soldier. |
All MEC Troopers are immune to fire, Chryssalid poison, Viper bind and knockback. | |||||
| Shogun | Valkyrie | Goliath | ||||
Lance Corporal |
Template:Collateral Damage (TJ) | Take a shot with your Rifle. If the target is still alive, suppress them. Has a 1 Turn(s) cooldown. |
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies. | |||
Corporal |
Equipped heavy weapons deal +2 damage and have increased area of effect. |
Your Suppression and Area Suppression abilities also disorient the primary target. |
Explosive grenades and any damage over time effects inflicted by grenades do one additional damage. | |||
Sergeant |
Confers +50% damage against robotic enemies. |
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. |
Your grenades now pierce up to 2 point(s) of armor and shred 1 additional point(s) of armor. | |||
Staff Sergeant |
Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage. |
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically. |
Gain +2 bonus damage on attacks against targets that have full HP. | |||
Tech Sergeant |
Fire a weapon blast that is guaranteed to hit and destroy the target's cover. |
As a free action, reload your weapon. Can be used every 3 turns. |
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage). | |||
Gunnery Sergeant |
Template:Master Blaster (TJ) | 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. |
The radius of your grenades and rockets is increased by 2, and the radius of your Breach ability is increased by 1. | |||
Master Sergeant |
When at full health, deal more and take less damage depending on armour tech. |
Fire with your primary weapon until out of ammo or the target is dead. Shots cannot critically hit and each shot deals less damage than a standard shot. |
Template:Cannonade (TJ) | |||
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 |
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. |
Template:Advanced Fire Control (TJ) | You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Template:Free Radiation Grenade (TJ) |
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Template:Lightning Strike (TJ) | |
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses. |
Your rockets are more accurate. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Gain a bonus point of Armor, and always provide high cover to all adjacent squadmates. |
Grants 2 random free grenade items to your inventory. |
Shots fired with your primary weapon pierce 3 armor. | |
Your rockets are a bit more accurate. |
Grants 1 free incendiary grenade item to your inventory. |
Template:Relocation Servos (TJ) | All your attacks deal +2 damage. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
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. |
Template:Free Laser Grenade (TJ) | |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Your grenades, rockets and heavy weapons do full damage to the maximum extent of their area of effect. |
Template:Rampart (TJ) | Your rocket launcher or heavy weapon gains a bonus use. |
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. |
Template:Acid Bomber (TJ) | Release a blast of energy, damaging all nearby units. This attack has no cost or cooldown, but consecutive Novas will damage the SPARK. | |
Fire a barrage that pins down multiple targets within a 4-tile radius, granting reaction fire against anyone that moves, and imposing a -25 penalty to all targets' aim until suppression is removed. Cannot be used when concealed. |
Your grenades' area of effect is increased by one tile. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
Increases damage against organic targets by 30%. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. | |
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. |
Template:Reactive Armor (TJ) | 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. |
Template:Free Vortex Grenade (TJ) |
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
After throwing or launching a grenade, you will automatically enter overwatch. | |
Attack any enemy within movement range with a devastating punch. 3-turn cooldown. Damage is dependent on equipped chassis. |
Template:Free Magnetic Grenade (TJ) | 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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| Template:Sharpshooter Armature (TJ) | The SPARK can throw free half-damage Strike attacks at any enemies who enter or attack from melee range. Does not require the Kinetic Strike ability. Cannot activate on the unit's own turn. |