MEC-1 Warden (EU2012): Difference between revisions
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{{Ref Open | title = Description }} | {{Ref Open | title = Description }} | ||
[[File: (EU2012).png| | [[File:MEC-1 (EU2012).png|right|128px|MEC-1 Warden]] | ||
{{Ref Close | source = XCOM: Enemy | *The Mechanized Exoskeletal Cybersuit, or MEC, has access to heavier primary weapons than unaugmented soldiers can use | ||
*As XCOM's MEC technology improves, MECs will gain access to a variety of useful upgrades | |||
*Soldiers must undergo cybernetic augmentation to become MEC Troopers before they can wear a MEC in combat | |||
*A MEC's combat profile is too large to make effective use of battlefield cover | |||
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}} | |||
'''Notes''' | |||
{{MEC Suit Data Box (EU2012) | |||
|requires=[[Meld Recombination (EU2012)|Meld Recombination]] | |||
|costs=§25<br>40 [[Meld (EU2012)|Meld]] | |||
|health=+8 | |||
|defense=+10 | |||
|movement=0 | |||
|will=+10 | |||
|systems=Kinetic Strike Module<br>Flamethrower | |||
}} | |||
== | {| class="wikitable" width="70%" | ||
|+ Tactical Subsystems | |||
| | |- | ||
| | ! width="5%" align="center" | System | ||
| | ! width="10%" align="center" | Description | ||
| | ! width="10%" align="center" | Tactical Info | ||
| | |- style="vertical-align:top;" | ||
| | |- | ||
} | | align="center" | [[File:MEC KINETIC STRIKE MODULE.png|32px]]<br>'''Kinetic Strike Module''' || align="center" | ''A powerful arm upgrade for the MEC, allowing the wielder to pulverize adjacent cover and enemies. Also boosts mobility.'' || *''Powerful melee attack that can damage an enemy unit as well as any intervening cover''<br>*''Can knock most enemies back, causing additional environmental damage''<br>*''Supporting joint and skeletal reinforcements enhance the MEC's mobility, allowing it to close to melee range more easily''<br>*Unlimited use, deals 12 maximum damage<br>*Increases movement by +4 points (3 tiles) | ||
|- | |||
| align="center" | [[File:MEC FLAMETHROWER.png|32px]]<br>'''Flamethrower''' || align="center" | ''Allows MEC to lay waste to a cone-shaped area. Flame can spill outside the aiming area.'' || *''Devastating cone-shaped flame attack''<br>*''Burns the area the MEC can see and that is within the aiming template''<br>*''Flame will then spill up to 1 tile further, if unimpeded''<br>*''Does not affect robots or other flame-immune units''<br>*''Affected units will run in panic''<br>*Can be used twice per mission, 6 maximum damage to units in the cone | |||
|- | |||
|} | |||
<noinclude> | |||
* The KSM has a maximum damage rating of 12 and the Flamethrower of 6. Both weapons damage can be increased by 50% through the [[Foundry (EU2012)#MEC Close Combat|MEC Close Combat]] and the [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]] Foundry projects, to 18 and 9 maximum damage, respectively. | |||
* The Kinetic Strike Module can be freely aimed (but must be next to target). | |||
** Custom kill animations against [[Mechtoid (EU2012)|Mechtoids]], [[Sectopod (EU2012)|Sectopods]] and [[Berserker (EU2012)|Berserkers]]. | |||
** Notable kills: [[Cyberdisc (EU2012)|Cyberdiscs]] get knocked a few squares away, will explode where it lands. [[Ethereal (EU2012)|Ethereals]] won't explode. Thin Men release gas right away (but [[MEC Trooper (EU2012)|MEC Troopers]] are immune). Sectopod's explosion causes 5 HP damage to anything around it. | |||
* If two enemies are stuck on same tile (bug), Kinetic Strike Module will only damage/kill one enemy. | |||
* The Flamethrower does not work on mechanical or flying units. Flame takes time to damage cover. Red and yellow highlights on floor grid show area, affected units highlighted. | |||
*Later soldier armors provide immunity to fire, so you won't have to worry about roasting your allies then. | |||
== See Also == | == See Also == | ||
{{Equipment (EU2012)}} | {{Equipment (EU2012)}} | ||
| Line 26: | Line 45: | ||
[[Category: Enemy Within DLC (EU2012)]] | [[Category: Enemy Within DLC (EU2012)]] | ||
[[Category: Mechs (EU2012)]] | [[Category: Mechs (EU2012)]] | ||
</noinclude> | |||
Latest revision as of 17:51, 6 February 2014
| Description |
|
Source: XCOM: Enemy Within DLC
|
Notes
| Research Required | Meld Recombination |
| Base Costs | §25 40 Meld |
| Health | +8 |
| Defense | +10 |
| Movement | 0 |
| Will | +10 |
| Systems | Kinetic Strike Module Flamethrower |
- The KSM has a maximum damage rating of 12 and the Flamethrower of 6. Both weapons damage can be increased by 50% through the MEC Close Combat and the Elerium Jelly Foundry projects, to 18 and 9 maximum damage, respectively.
- The Kinetic Strike Module can be freely aimed (but must be next to target).
- Custom kill animations against Mechtoids, Sectopods and Berserkers.
- Notable kills: Cyberdiscs get knocked a few squares away, will explode where it lands. Ethereals won't explode. Thin Men release gas right away (but MEC Troopers are immune). Sectopod's explosion causes 5 HP damage to anything around it.
- If two enemies are stuck on same tile (bug), Kinetic Strike Module will only damage/kill one enemy.
- The Flamethrower does not work on mechanical or flying units. Flame takes time to damage cover. Red and yellow highlights on floor grid show area, affected units highlighted.
- Later soldier armors provide immunity to fire, so you won't have to worry about roasting your allies then.
