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MEC Skirmisher (TJ)

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MEC_Trooper
MEC_Trooper
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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

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

Rank Ability
Squaddie
Squaddie
Marauder
*Marauder provides more tactical options when planning the Skirmisher's turn. *Paired with Grapple, Marauder allows the Skirmisher to shoot twice and move on a single turn.
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn.
Template:Lightning Strike (TJ)
Bluescreen Bombs
*Your flashbang grenades now disorient robotic units. *Your flashbang grenades also reduce robotic hack defense by 25.
Your flashbang grenades now disorient robotic units and reduce their resistance to hacking.
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.
Hussar Judge Tactician
Lance Corporal
Lance Corporal
Reflex
*The Grapple makes the Skirmisher a great advance scout, and Reflex rewards their aggressive positioning. *Reflex can only be triggered once per turn.
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.
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.
Bombard
*Bombard can be fired at any location within squadsight. *Upgrading your BIT will lead to more Bombard damage.
Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage.
Corporal
Corporal
Full Throttle
*Only kills by the Skirmisher count towards Full Throttle.
Gain +2 mobility with every kill this turn. Lasts 2 turns, including the current one.
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.
Fastball
* Has a 5-turn cooldown.
The next grenade you throw or launch this turn doesn't cost an action.
Sergeant
Sergeant
HEAT Ammo
* HEAT Ammo provides a substantial damage increase against robotic enemies such as MECs and Sectopods. * The damage increase happens before damage is reduced by Armor. * Combining HEAT Ammo with Bluescreen Rounds will deal devastating damage to any robotic enemy. * HEAT Ammo affects all damage sources, including explosives.
Confers +50% damage against robotic enemies.
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.
Combat Presence
*Combat Presence can be used to get squadmates out of tough situations where they need an extra attack or move. *Combat Presence has a 4 turn cooldown.
Grant an extra action to a squadmate.
Staff Sergeant
Staff Sergeant
Hit and Run
*Cannot be used on the same turn as Run and Gun. *Bonus full actions from Serial and Death from Above will be awarded first.
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
Tech Sergeant
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.
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.
Sting Grenades
*Your flashbang grenades have a 50% chance to stun enemies. *Enemies' innate flashbang resistance does not affect stun chance. *Bluescreen Bombs is not required to affect mechanical units.
Your flashbang grenades have a 50% chance to stun enemies.
Gunnery Sergeant
Gunnery Sergeant
Unload
* Shots deal 50% less damage. * Has a 5 turn cooldown.
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)
Coup de Grâce
*Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies. *The bonuses are halved against disoriented enemies. *For Shinobis and Gunners, this perk is applied to their secondary weapon.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
Master Sergeant
Master Sergeant
First Strike
* First Strike can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with First Strike must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
While concealed or flanking your target, you deal +3 damage with your primary weapon.
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.
Battlelord
*Battlelord can allow the Skirmisher to prevail in the most dire of circumstances. *Battlelord has a 5 turn cooldown. *Turns from the Lost and enemy pod reveals do not grant the immediate action. *Abilities that refund action points, like Implacable and Hit and Run, will not work during Battlelord.
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
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.
Template:Advanced Fire Control (TJ)
Shadowstrike
*Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
Template:Free Black Flame Grenade (TJ)
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.
Template:Free Control Grenade (TJ)
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.
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.
Strike Out
*The Strike ability no longer has a cooldown.
The Strike ability no longer has a cooldown.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
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:Hammer Protocol (TJ) Template:Free Neurotoxin Grenade (TJ)
Stiletto
*Shots fired with your primary weapon pierce 3 armor.
Shots fired with your primary weapon pierce 3 armor.
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.
Template:Collateral Damage (TJ)
Disabling Shot
*Stuns enemies for 2 actions if the shot hits (including if it grazes). *Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage. *Disabling Shot requires 1 ammo to use. *Disabling Shot has a 5 turn cooldown. *Only Avatars and Psi Zombies can not be stunned.
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)
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.
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.
Template:Free Concussion Grenade (TJ)
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.
Blinding Fire
* The cone is 9 tiles long and 6 tiles wide. * Costs 2 ammo. * Has a 4 turn cooldown. * The aim penalty is applied to the targets even if the attack misses them.
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.
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.
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.
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.
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.
Survival Instinct
*The bonuses are lost if you are healed back to full health.
Gain 20 Defense and 20 Crit chance while injured.
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.
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.
Crusader's Rage
*Wound reduction does not work if the soldier entered a bleeding out state during the mission.
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP.
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.
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.
Template:Pathfinder Stun Mine (TJ)
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.
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.
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.
Cutthroat
*Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical 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.
Hail of Bullets
*Hail of Bullets requires 3 ammo points. *Hail of Bullets has a 5 turn cooldown. *Hail of Bullets does not work with sniper rifles.
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
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.
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.
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.
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.
Template:Concussive Strike (TJ)
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.
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.