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Valkyrie (Long War): Difference between revisions

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|LCorporal2=[[File:MEC_BODY_SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit''
|LCorporal2=[[File:MEC_BODY_SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit''
|LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>'' +15 defense during first attack in overwatch, and half a point of damage reduction. (meaning 1 point for damage has a 50% chance of being negated).''
|LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>'' +15 defense during first attack in overwatch, and half a point of damage reduction. (meaning 1 point for damage has a 50% chance of being negated).''
|LCorporalE1=''''
|LCorporalE1=''Aim: 0 Will: 0 Mob: 0''
|LCorporalE2=''+2 extra will''
|LCorporalE2=''Aim: 0 Will: 2 Mob: 0''
|LCorporalE3=''''
|LCorporalE3=''Aim: 0 Will: 0 Mob: 0''
|Corporal1=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]'''Jet Boot Module'''<br/>''When activated confers the ability to jump to normally inaccessible heights for the rest of the turn.''
|Corporal1=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''
|Corporal2=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''
|Corporal2=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''
|Corporal3=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''
|Corporal3=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]'''Jet Boot Module'''<br/>''When activated confers the ability to jump to normally inaccessible heights for the rest of the turn.''
|CorporalE1=''''
|CorporalE1=''Aim: 0 Will: 0 Mob: 0''
|CorporalE2=''''
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''
|CorporalE3=''''
|CorporalE3=''Aim: 0 Will: 0 Mob: 1''
|Sergeant1=[[File:HEAVY SHREDDER.png|32px|center]]'''Shredder Ammo'''<br/>''Any unit hit takes additional damage from all sources for the next 4 turns.''
|Sergeant1=[[File:HEAVY SHREDDER.png|32px|center]]'''Shredder Ammo'''<br/>''Any unit hit takes additional damage from all sources for the next 4 turns.''
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapon does one additional damage.''
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapon does one additional damage.''
|SergeantE1=''''
|SergeantE1=''''
|Sergeant3=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''
|Sergeant3=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''
|SergeantE1=''''
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''
|SergeantE2=''''
|SergeantE2=''Aim: 0 Will: 0 Mob: 0''
|SergeantE3=''''
|SergeantE3=''Aim: 2 Will: 2 Mob: 0''
|TechSgt1=[[File:.png|32px|center]]'''Repair Servos'''<br/>''''
|TechSgt1=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.''
|TechSgt2=[[File:.png|32px|center]]'''Reactive Targeting Sensors'''<br/>''''
|TechSgt2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targetting 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.''
|TechSgt3=[[File:.png|32px|center]]'''Collateral Damage'''<br/>''''
|TechSgt3=[[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''
|TechSgtE1=''''
|TechSgtE1=''Aim: 0 Will: 0 Mob: 0''
|TechSgtE2=''''
|TechSgtE2=''Aim: 0 Will: 0 Mob: 0''
|TechSgtE3=''''
|TechSgtE3=''Aim: 0 Will: 0 Mob: 0''
|GunSgt1=[[File:.png|32px|center]]'''Vital Point Targeting'''<br/>''''
|GunSgt1=[[File:.png|32px|center]]'''Vital Point Targeting'''<br/>''''
|GunSgt2=[[File:.png|32px|center]]'''Absorption Fields'''<br/>''''
|GunSgt2=[[File:.png|32px|center]]'''Absorption Fields'''<br/>''''
|GunSgt3=[[File:.png|32px|center]]'''Lock 'N Load'''<br/>''''
|GunSgt3=[[File:.png|32px|center]]'''Lock 'N Load'''<br/>''''
|GunSgtE1=''''
|GunSgtE1=''Aim: 0 Will: 0 Mob: 0''
|GunSgtE2=''''
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0''
|GunSgtE3=''''
|GunSgtE3=''Aim: 0 Will: 0 Mob: 0''
|MSgt1=[[File:.png|32px|center]]'''Rapid Fire'''<br/>''''
|MSgt1=[[File:.png|32px|center]]'''Rapid Fire'''<br/>''''
|MSgt2=[[File:.png|32px|center]]'''Squadsight'''<br/>''''
|MSgt2=[[File:.png|32px|center]]'''Squadsight'''<br/>''''

Revision as of 13:01, 16 July 2014

MEC variant of the Infantry class

Abilities

Rank Ability

Specialist
Light 'Em Up
Firing with the first action no longer ends turn.
'

Lance Corporal
Executioner
+10 aim and crit chance against targets at or below 50% health.
Body Shield
The nearest visible enemy suffers -20 Aim and cannot critically hit this unit
Automated Threat Assessment
+15 defense during first attack in overwatch, and half a point of damage reduction. (meaning 1 point for damage has a 50% chance of being negated).
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 2 Mob: 0 Aim: 0 Will: 0 Mob: 0

Corporal
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.
Jet Boot Module
When activated confers the ability to jump to normally inaccessible heights for the rest of the turn.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 1

Sergeant
Shredder Ammo
Any unit hit takes additional damage from all sources for the next 4 turns.
Ranger
Primary weapon does one additional damage.
Shock-Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 2 Will: 2 Mob: 0

Tech Sergeant
Collateral Damage
Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.
Reactive Targetting 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.
Repair Servos
Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0

Gunnery Sergeant
File:.png
Vital Point Targeting
'
File:.png
Absorption Fields
'
File:.png
Lock 'N Load
'
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0

Master Sergeant
File:.png
Rapid Fire
'
File:.png
Squadsight
'
File:.png
Sentinel
'
' ' '


Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 1 1 4 4
Lance Corporal 0 1 3 7
Corporal 1 2 3 10
Sergeant 0 2 4 14
Tech Sergeant 1 3 3 17
Gunnery Sergeant 0 3 3 20
Master Sergeant 1 4 4 24