Archer (Long War): Difference between revisions
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|TechSgtE2=''Aim: 0 Will: 0 Mob: 0'' | |TechSgtE2=''Aim: 0 Will: 0 Mob: 0'' | ||
|TechSgtE3=''Aim: 0 Will: 0 Mob: 0'' | |TechSgtE3=''Aim: 0 Will: 0 Mob: 0'' | ||
|GunSgt1=[[File:.png|32px|center]]''''''<br/>'''' | |GunSgt1=[[File:HEAVY DANGERZONE.png|32px|center]]'''Danger Zone'''<br/>''Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.'' | ||
|GunSgt2=[[File:.png|32px|center]]''''''<br/>'''' | |GunSgt2=[[File:SNIPER_DOUBLETAP.png|32px|center]]'''Double Tap''' <br/> ''Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no moves were made. 1 turn cooldown.'' | ||
|GunSgt3=[[File:.png|32px|center]]''''''<br/>'''' | |GunSgt3=[[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.'' | ||
|GunSgtE1='''' | |GunSgtE1=''Aim: 0 Will: 0 Mob: 0'' | ||
|GunSgtE2='''' | |GunSgtE2=''Aim: 0 Will: 0 Mob: 0'' | ||
|GunSgtE3='''' | |GunSgtE3=''Aim: 3 Will: 0 Mob: 0'' | ||
|MSgt1=[[File:.png|32px|center]]''''''<br/>'''' | |MSgt1=[[File:.png|32px|center]]''''''<br/>'''' | ||
|MSgt2=[[File:.png|32px|center]]''''''<br/>'''' | |MSgt2=[[File:.png|32px|center]]''''''<br/>'''' | ||
Revision as of 12:15, 16 July 2014
MEC variant of the Rocketeer class
Abilities
| Rank | Ability | |||
|---|---|---|---|---|
Specialist |
Throw or launch grenades over exceptionally long distances. | |||
| ' | ||||
Lance Corporal |
Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. |
Confers +15 defense during first attack in Overwatch, and 0.5 damage reduction. |
' | |
| Aim: 2 Will: 0 Mob: 0 | Aim: 0 Will: 1 Mob: 0 | Aim: 1 Will: 0 Mob: 0 | ||
Corporal |
Rockets and grenades do additional damage to robotic enemies. |
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn. |
The nearest visible enemy suffers -20 Aim and cannot critically hit this unit. | |
| Aim: 0 Will: 0 Mob: -1 | Aim: 0 Will: 0 Mob: 1 | Aim: 0 Will: 2 Mob: 0 | ||
Sergeant |
Confers additional damage based on weapons tech level to LMGs, sniper rifles, marksman's, strike and reflex rifles, rockets, suppression, grenade launchers, and Proximity Mines. |
Confers +10% critical chance per enemy in sight (max +30%). |
When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns. | |
| Aim: 0 Will: 0 Mob: 0 | Aim: 2 Will: 1 Mob: 0 | Aim: 0 Will: 2 Mob: 0 | ||
Tech Sergeant |
Primary weapons does one additional damage. |
All limited-use items in your inventory receive one extra use. |
Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits. | |
| Aim: 3 Will: 0 Mob: 0 | Aim: 0 Will: 0 Mob: 0 | Aim: 0 Will: 0 Mob: 0 | ||
Gunnery Sergeant |
Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers. |
Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no moves were made. 1 turn cooldown. |
Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so. | |
| Aim: 0 Will: 0 Mob: 0 | Aim: 0 Will: 0 Mob: 0 | Aim: 3 Will: 0 Mob: 0 | ||
Master Sergeant |
' |
' |
' | |
| ' | ' | ' | ||
Stat Progression
| Rank | HP at level | Total HP | Aim at level | Total Aim |
|---|---|---|---|---|
| Specialist | 1 | 1 | 2 | 2 |
| Lance Corporal | 0 | 1 | 2 | 4 |
| Corporal | 0 | 1 | 2 | 6 |
| Sergeant | 1 | 2 | 2 | 8 |
| Tech Sergeant | 0 | 1 | 2 | 10 |
| Gunnery Sergeant | 0 | 1 | 2 | 12 |
| Master Sergeant | 1 | 3 | 2 | 14 |















