MEC Support (TJ)
Appearance

---
Class Overview
A mix of human and machine, MEC Supports specialize in hacking Advent systems or mechanical units as well as providing covering fire.
Weapons
Primary: SPARK Rifles
Secondary: SPARK BIT
Abilities
Mouse-over
for more information.
| Rank | Ability | |||||
Squaddie |
You may target robotic and mechanical enemies with your GREMLIN, attempting to hack them and seize control. 4-Turn cooldown. |
The GREMLIN can trigger an instant scan of the area, increasing the Specialist's sight radius substantially for one turn, and revealing any hidden or disguised enemies in view. Free Action. | ||||
|---|---|---|---|---|---|---|
Reaction fire shots now ignore half of cover bonuses. Passive. |
All MEC Troopers are immune to fire, Chryssalid poison, Viper bind and knockback. | |||||
| Guardian | Reprogram | Pressure | ||||
Lance Corporal |
Aid Protocol grants the target a Covering Fire Overwatch shot. |
Grant a friendly unit bonus ablative hit points. |
Send the GREMLIN to an ally to remove any negative mental status effects: Disoriented, Stunned, Panicked, or Unconscious. | |||
Corporal |
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. |
Enemy units that are hacked take damage and lose their actions on the turn the hack effect ends. |
Reduce wound recovery times for most soldiers. | |||
Sergeant |
Template:Advanced Fire Control (TJ) | Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies. |
Template:Healing Aid (TJ) | |||
Staff Sergeant |
Enter overwatch after firing a turn ending standard shot with your primary weapon. |
Send the GREMLIN to place target unit into Stasis for 1 turn. |
Use your GREMLIN to grant a movement action to an ally and grant them a small boost to dodge and mobility. | |||
Tech Sergeant |
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses. |
Template:Shields Up (TJ) | Refill the primary weapon ammo of all allies. | |||
Gunnery Sergeant |
When in overwatch, you may take two reaction shots. |
Haywire Protocol no longer has a cooldown and doesn't end the turn. |
You can use your arc thrower to heal friendly mechanical units. | |||
Master Sergeant |
Once per turn, the soldier follows up an ally's attack with a reaction shot. |
Template:Overclock (TJ) | Focus: Collect 1 intelligence each turn. Intelligence provides offense and defense to all allies (max 5). Also adds 'Decisive Action' Ability. | |||
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 |
Send the BIT to a damaged robotic ally and heal it, neutralize acid, and repair all shredded armor. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Shield Protocol no longer costs an action to use. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. |
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) | |
Shield Protocol now also grants the target 3 Armor for one turn. |
Missed attacks have an additional roll to become a graze. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
The GREMLIN flies to each squad member, healing or reviving them as needed. |
Grants 2 additional uses of Shield Protocol. |
Take a highly accurate shot with +30 bonus to hit 66% damage and -30 crit. Uses 2 ammo. |
Your primary weapon attacks shred armor. | |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Template:Collateral Damage (TJ) | When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
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. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. | |
| Template:Taunt (TJ) | Release a blast of energy, damaging all nearby units. This attack has no cost or cooldown, but consecutive Novas will damage the SPARK. |
Take permanent control of a robotic unit and potentially acquire ADVENT MECs for the Resistance. |
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots. |
GREMLIN cancels overwatch on targeted unit. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Template:Relocation Servos (TJ) | |
The GREMLIN can perform healing actions remotely: GREMLIN Heal and GREMLIN Stabilize. The GREMLIN has a single charge. If a medikit is equipped, the GREMLIN will gain an additional charge. |
Healing abilities restore four additional hit points. |
Killing an enemy at a lower elevation with your primary weapon refunds a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles. |
Killing an enemy grants a stackable +20 hack bonus that lasts 3 turns. |
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. |
Confers +50% damage against robotic enemies. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. | |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
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. |
Send the GREMLIN to a location where it emits a substantial electric discharge, damaging and disorienting non-robotic units. Robotic units take more damage. |
Attack any enemy within movement range with a devastating punch. 3-turn cooldown. Damage is dependent on equipped chassis. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown. |
Template:Burial Protocol (TJ) | |
| Template:Sharpshooter Armature (TJ) | Equipped heavy weapons deal +2 damage and have increased area of effect. |
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. |
|
If you fail a hack, you prevent any negative effects from occurring. |
Template:Counterstrike (TJ) |