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|TechSgtE3=''''
|TechSgtE3=''''
|GunSgt1=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Additional 2 damage against any human target and any alien that has been autopsied.''
|GunSgt1=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Additional 2 damage against any human target and any alien that has been autopsied.''
|GunSgt2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br/>''''
|GunSgt2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br/>''Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.''
|GunSgt3=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>''''
|GunSgt3=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>''''
|GunSgtE1=''''
|GunSgtE1=''''

Revision as of 20:21, 15 July 2014

MEC variant of the Scout class. Mirroring the Scouts they're recruited from, Pathfinders are mobile and very flexible in combat. Their aim progression is surpassed only by Jaegers and Snipers and their HP progression is average. Pathfinders have a range of offensive and defensive perks, allowing them to be customized for a number of combat roles.

Abilities

Rank Ability

Specialist
Jet Boot Module
When activated confers the ability to jump to normally inaccessible heights for the rest of the turn
'

Lance Corporal
Platform Stability
Any shots taken without moving have +10 Aim and +10% critical chance.
Automated Threat Assessment
Confers +15 Defense during first attack in owerwatch, and a half point of damage reduction(meaning one point of damage in a successful attack has a 50% chance of being avoided)
Body Shield
The nearest visible enemy suffers -20 aim and cannot critically hit this unit
' ' '

Corporal
Flush
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
Damn Good Ground
+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).
' ' '

Sergeant
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.
Executioner
+10% Aim against targets with less than 50% Health.
Lone Wolf
+10 Aim and Crit when no allies within 7 tiles.
' ' '

Tech Sergeant
Shredder Ammo
Any unit hit takes additional damage from all sources for the next 4 turns. Rocketeers get a special purpose rocket while a Gunner's LMG gets loaded with shredder ammo. Shredder rockets are weaker than a standard rockets and cannot penetrate cover.
Ranger
+1 damage with primary weapon.
Rapid Reaction
Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
' ' '

Gunnery Sergeant
Vital Point Targeting
Additional 2 damage against any human target and any alien that has been autopsied.
Reactive Targeting Sensors
Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.
Absorption Fields
'
' ' '

Master Sergeant
Squadsight
Allows firing at targets in any ally's sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.
In the Zone
Killing a flanked or uncovered target with a primary weapon does not cost an action.
Lightning Reflexes
Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.
' ' '


Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 1 1 6 6
Lance Corporal 0 1 3 9
Corporal 1 2 4 13
Sergeant 0 2 3 16
Tech Sergeant 1 3 4 20
Gunnery Sergeant 0 3 3 23
Master Sergeant 1 4 6 29