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		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&amp;diff=52582</id>
		<title>MEC Trooper (EU2012)</title>
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		<updated>2013-11-20T09:28:17Z</updated>

		<summary type="html">&lt;p&gt;Jacobzmk: /* Tips &amp;amp; Trix */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MEC Trooper Overview (EU2012).png|right|thumb|400px|A MEC Trooper]][[File: CLASS MECH.png|rigth|frame|64px|MEC Trooper]][[Image:Bellator (EU2012).png|right|100px|Translation: &amp;quot;Warrior in the Machine&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
The MEC Trooper is a new class of [[Soldiers (EU2012)|soldier]] that is introduced by the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. A MEC Trooper requires [[Meld (EU2012)|Meld]] and can be created from any of your existing soldiers (from any class) after building the [[Cybernetic Lab (EU2012)|Cybernetic Lab]]. The soldier will lose all of its existing abilities but see its HP increase and will have its own [[Abilities (EU2012)|abilities]] tree, starting with Collateral Damage.&lt;br /&gt;
&lt;br /&gt;
MECs are walking tanks that are usually used for either Fire Support or Close Combat. Tactically they&#039;re a mixture of the [[Heavy (EU2012)|Heavy]] and [[Assault (EU2012)|Assault]] classes, being built for frontline roles. Since MECs can&#039;t use [[Cover (EU2012)|Cover]] like regular soldiers they&#039;re equipped with specialized [[Armor (EU2012)|armor]] to be deployed, in the form of the Mechanized Exoskeleton Cybersuit ([[MEC suit (EU2012)|MEC Suit]]). MECs can&#039;t carry regular items but the MEC Suit offers a choice of two different Tactical Subsystems at each tier level.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Minigun (EU2012)|Minigun]], [[Railgun (EU2012)|Railgun]] and [[Particle Cannon (EU2012)|Particle Cannon]]. &lt;br /&gt;
:&#039;&#039;&#039;Tactical Subsystems:&#039;&#039;&#039; &lt;br /&gt;
::[[MEC-1 Warden (EU2012)|MEC-1 Warden]]: [[Kinetic Strike Module (EU2012)|Kinetic Strike Module]] or [[Flamethrower (EU2012)|Flamethrower]]&lt;br /&gt;
::[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]:  [[Grenade Launcher (EU2012)|Grenade Launcher]] or [[Restorative Mist (EU2012)|Restorative Mist]]&lt;br /&gt;
::[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]: [[Proximity Mine Launcher (EU2012)|Proximity Mine Launcher]] or [[Electro Pulse (EU2012)|Electro Pulse]]&lt;br /&gt;
&lt;br /&gt;
The MEC&#039;s Ability choices are mainly divided between Fire Support or Survivability stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
Stats gained through rank promotions will give the MEC Trooper a total of +10 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
As part of the conversion process, each soldier turned into MEC will gain a bonus ability based on its former class and will retain its previous rank, replacing its previous abilities with MEC ones:&lt;br /&gt;
* [[File:MEC BODY SHIELD.png|32px]] - [[Heavy (EU2012)|Heavy]] - &#039;&#039;&#039;Body Shield&#039;&#039;&#039; - &#039;&#039;The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.&#039;&#039;&lt;br /&gt;
* [[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] - [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; - &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
* [[File:MEC PLATFORM STABILITY.png|32px]] - [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; - &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
* [[File:MEC DISTORTION FIELD.png|32px]] - [[Support (EU2012)|Support]]: &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; - &#039;&#039;Nearby allies in cover receive +10 Defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
![[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC COLLATERAL DAMAGE.png|32px|center]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers +15 Defense when in Overwatch.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
![[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital-Point Targeting&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
| [[File:MEC DAMAGE CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC JET BOOT MODULE.png|32px|center]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.&#039;&#039;&lt;br /&gt;
| [[File:MEC ONE FOR ALL.png|32px|center]]&#039;&#039;&#039;One For All&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.&#039;&#039;&lt;br /&gt;
| [[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC OVERDRIVE.png|32px|center]]&#039;&#039;&#039;Overdrive&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Firing the MEC&#039;s primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ABSORTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absortion Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Any hit that makes 33% more damage to the MEC&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there&#039;s enough ammo do to so.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Tips &amp;amp; Trix====&lt;br /&gt;
* MECs require building first the [[Cybernetics Lab (EU2012)|Cybernetics Lab]] before they can be created. &lt;br /&gt;
* [[MEC Trooper (EU2012)|MEC Troopers]] can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they&#039;ll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a sergeant-ranked soldier, he/she would get sergeant-ranked MEC, along with the ability to choose skills from the first three ranks.&lt;br /&gt;
* MEC Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC Suit (EU2012)|MEC Suit]] which acts like the armor on normal soldiers. If this layer of defence is breached then the unit will have to endure wound recovery time. Similarily, a MEC suit will survive the death of a MEC unit, just as a Titan Armor will survive the death of its wearer.&lt;br /&gt;
* MEC Suits came with the Minigun as its default Primary Weapon: more advanced primary weapons need to be manufactured in Engineering before being deployed.&lt;br /&gt;
* There are 2 new options on [[Engineering (EU2012)|Engineering]]: Build/Upgrade MEC (for the suits) and Augment Soldiers (to transform soldiers into MEC Troopers).&lt;br /&gt;
* The Cybernetics Lab can augment 3 soldiers at a time and it costs §10 and 10 [[Meld (EU2012)|Meld]] units. The process takes 3 days and soldiers will lose all [[Gene Mods (EU2012)|Gene Mods]] when augmented. The process is irreversible. Take note that wounded soldiers can also be augmented.&lt;br /&gt;
* MECs are very expensive to purchase, costing up to 200 Meld to create a MEC and equip it with the most advanced MEC Suit. &lt;br /&gt;
* MECs can&#039;t use [[Cover (EU2012)|Cover]] (and they can&#039;t be flanked). This mean that they have &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[S.H.I.V. (EU2012)|S.H.I.V.s]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* MEC Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
*The Kinetic Punch Module offers custom kill animations on Mechtoids, Berserkers, and Sectopods.&lt;br /&gt;
**Caution when doing so on Sectopods: their death explosion will do 5 damage to the area nearby.&lt;br /&gt;
**Anything else gets sent flying about 5 squares, often causing collateral damage to any structure it hits.&lt;br /&gt;
**Be careful not to accidentally punch a Cyberdisc at an ally.&lt;br /&gt;
*Immune to fire, strangulation, and poison but can still be psi attacked (and mind controlled) by Psionic units. &lt;br /&gt;
*Any soldiers tested positive with Psionic ability are automatically excluded from MEC conversion, and MEC soldiers can not be tested whether or not they are gifted.&lt;br /&gt;
*Any soldiers with [[Gene Mods (EU2012)|Gene Mods]] will lose all mods if converted.&lt;br /&gt;
*Any [[Medals (EU2012)|medals]] given will remain after conversion, and MEC soldiers can still be awarded medals (remember that a MEC can&#039;t go into cover, so giving it the DEF-bonus-while-in-cover bonus is pointless).&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: Mechs (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jacobzmk</name></author>
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