MEC Skirmisher (TJ)
Appearance

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Class Overview
A mix of hybrid and machine, MEC Skirmishers specialize in front line combat and attacking relentlessly.
Weapons
Primary: SPARK Rifles
Secondary: SPARK BIT
Abilities
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for more information.
| Rank | Ability | |||||
Squaddie |
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. |
Template:Lightning Strike (TJ) | ||||
|---|---|---|---|---|---|---|
Your flashbang grenades now disorient robotic units and reduce their resistance to hacking. |
All MEC Troopers are immune to fire, Chryssalid poison, Viper bind and knockback. | |||||
| Hussar | Judge | Tactician | ||||
Lance Corporal |
When fired upon, gain one extra action on the next turn. Triggers no more than once per turn. Attacks against you suffer a -15 penalty to critical hit chances. |
Attack any enemy within movement range with a devastating punch. 3-turn cooldown. Damage is dependent on equipped chassis. |
Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage. | |||
Corporal |
Gain +2 mobility with every kill this turn. Lasts 2 turns, including the current one. |
Grants +2 damage and +10 aim to all Strike attacks. Also grants the Wrecking Ball ability. |
The next grenade you throw or launch this turn doesn't cost an action. | |||
Sergeant |
Confers +50% damage against robotic enemies. |
Increases damage against organic targets by 30%. |
Grant an extra action to a squadmate. | |||
Staff Sergeant |
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters. |
Template:Burial Strike (TJ) | Template:Master Blaster (TJ) | |||
Tech Sergeant |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Your flashbang grenades have a 50% chance to stun enemies. | |||
Gunnery Sergeant |
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:Charger (TJ) | Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. | |||
Master Sergeant |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
When at full health, deal more and take less damage depending on armour tech. |
After each enemy in line of sight takes a turn, take an action after their turn is completed. No action points will be refunded (e.g. from Hit and Run). | |||
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. |
Template:Advanced Fire Control (TJ) | While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Template:Free Black Flame Grenade (TJ) |
You get + 10 Aim and +10 Crit chance on ranged attacks against the closest visible enemy. |
Template:Free Control Grenade (TJ) | Enemy attacks against you suffer a -30 penalty to critical hit chances. | |
As a free action, detonate an environmental explosive with a well placed shot. |
The Strike ability no longer has a cooldown. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
| Template:Hammer Protocol (TJ) | Template:Free Neurotoxin Grenade (TJ) | Shots fired with your primary weapon pierce 3 armor. | |
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. |
Template:Collateral Damage (TJ) | Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Template:Free Radiation Grenade (TJ) |
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn. |
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 Concussion Grenade (TJ) | |
Gain a bonus point of Armor, and always provide high cover to all adjacent squadmates. |
Fire at enemies in a cone. This attack is inaccurate, having a -15 aim penalty, but also reduces the aim of all targets by -15. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
Killing an enemy has a chance to panic some of the nearby organic enemies. |
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. |
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. | |
Gain 20 Defense and 20 Crit chance while injured. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Grants +20 crit chance to all Strike attacks, and strike attacks will do +2 additional damage on critical hits. |
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown. |
Template:Pathfinder Stun Mine (TJ) | |
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. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
Take a shot with a small aim penalty for a significant damage boost. |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
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. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
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. | |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
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. |
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. |
| Template:Concussive Strike (TJ) | Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Once per mission, become immune to death and incapacitation until the end of your next turn. |