MEC Templar (TJ): Difference between revisions
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|TechSgt1={{Advanced Fire Control (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |TechSgt1={{Advanced Fire Control (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|TechSgt2={{Teleport (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |TechSgt2={{Teleport (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|TechSgt3={{Repair | |TechSgt3={{Repair Servos (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|GunSgt1={{Close Combat Specialist (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |GunSgt1={{Close Combat Specialist (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|GunSgt2={{Soul Mania (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |GunSgt2={{Soul Mania (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
Revision as of 22:20, 28 July 2025

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Class Overview
A mix of human and machine, MEC Templars specialize in melee combat and electrical attacks with a GREMLIN. They also retain some degree of Psionic capability.
Weapons
Primary: SPARK Rifles
Secondary: SPARK BIT
Abilities
Mouse-over
for more information.
| Rank | Ability | ||
Squaddie |
Template:Rending Punch (TJ) | Template:WallPhasing (TJ) | The soldier is immune to fire, poison, acid, and explosive damage. |
|---|---|---|---|
This soldier gains 2 mobility when equipped with a SPARK Shield. |
All MEC Troopers are immune to fire, Chryssalid poison, Viper bind and knockback. |
||
| Power Fist | Dynamo | Sage | |
Lance Corporal |
Template:Fine Control (TJ) | Template:One-Two Punch (TJ) | Template:Squad Shield (TJ) |
Corporal |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative. |
If the soldier takes enough damage to be killed, they are immediately put in Stasis for 1 turn and their health is only reduced to 1 HP. This can only happen once per mission. Reduce wound recovery times for this soldier by 2 HP. |
Sergeant |
Chemthrower reaction fire has a 20% increased chance to crit. |
Template:Psionic Nova (TJ) | Template:Mighty Vengeance (TJ) |
Staff Sergeant |
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. |
Psychic. Conjure a phantasmal attacker that paralyzes a humanoid target with fear. Their fear is so intense that it deals damage for each action lost. |
Fortress now provides immunity to nearby teammates. |
Tech Sergeant |
Template:Advanced Fire Control (TJ) | Instantly teleport anywhere within squadsight. |
Template:Repair Servos (TJ) |
Gunnery Sergeant |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Free Psionic attacks on any enemies that enter or attack from within 2 tiles. Guaranteed to hit but will not target robots or units with Shadowstep. |
The Psi Operative may immediately extinguish mental impairments for a squadmate. |
Master Sergeant |
Gain 25% bonus damage against enemies who attempt to move when suppressed. |
Template:Thousands to Go (TJ) | Template:Crusader's Rage (TJ) |
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 |
Gain 40 dodge against attacks within four tiles. |
You gain bonus Aim and Crit on attacks against adjacent targets. The bonus decreases with range. |
Instantly teleport a short distance. Free Action. |
Gain a bonus move action this turn. 3 turn cooldown. |
You get + 10 Aim and +10 Crit chance on ranged attacks against the closest visible enemy. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Template:Rampart (TJ) | |
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. |
Grants +20 crit chance to all Strike attacks, and strike attacks will do +2 additional damage on critical hits. |
Take 35% less damage from any melee attack, or attacks from within 5 tiles. |
The unit has conditioned themselves for combat, granting themselves extra HP that scales with their equipped armor. |
| Template:Hammer Protocol (TJ) | Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. | |
You are immune to multi-target and area attacks. |
Template:Collateral Damage (TJ) | Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Template:Charger (TJ) |
Mark a target that grants 10 aim to allies attacks' against the target that lasts 2 turns. 2-turn cooldown. |
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. |
Release a blast of energy, damaging all nearby units. This attack has no cost or cooldown, but consecutive Novas will damage the SPARK. | |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker. |
Your melee attacks against all enemies ignore their armor, have a +15 critical chance, and do +2 critical damage. |
Template:Supernova (TJ) |
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. |
Template:Quickburn (TJ) | Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. | |
Gain 20 Defense and 20 Crit chance while injured. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
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. |
Increases damage against organic targets by 30%. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Equipped heavy weapons deal +2 damage and have increased area of effect. |
A special Strike attack that does half damage but stuns the target for two action points. Cannot target robotic units. 4-turn cooldown. Also reduces the cooldown of Kinetic Strike by 1. | |
Restores health to the user and surrounding allies. Removes Burning, Acid, and Poison. |
When in overwatch, you may take two reaction shots. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. |
Template:Lightning Strike (TJ) |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
You are immune to the first shot that hits you each mission. | |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
Create a pillar of kinetic force that acts as high cover. |
Once per mission, become immune to death and incapacitation until the end of your next turn. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Gain 5 dodge per enemy you can see, up to a maximum of +30. |
A melee finisher that never misses and does not end your turn even when used with a dash move, but can only target damaged enemies on 3 or less HP. Can be used once per turn. 3 turn cooldown. |