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Marauder (Long War): Difference between revisions

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|GunSgtE2=''Aim: 0 Will: 0 Mob: 0''
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0''
|GunSgtE3=''Aim: 0 Will: 2 Mob: 0''
|GunSgtE3=''Aim: 0 Will: 2 Mob: 0''
|MSgt1=[[File:.png|32px|center]]''''''<br/>''''
|MSgt1=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>''Reduces most incoming damage to this unit, scaling up as the damage increases.''
|MSgt2=[[File:.png|32px|center]]''''''<br/>''''
|MSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''
|MSgt3=[[File:.png|32px|center]]''''''<br/>''''
|MSgt3=[[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun'''<br/>''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.''
|MSgtE1=''''
|MSgtE1=''''
|MSgtE2=''''
|MSgtE2=''''

Revision as of 09:49, 2 August 2014

MEC variant of the Assault class

Abilities

Rank Ability

Specialist
Shock-Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
{{{SpecialistE1}}}

Lance Corporal
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
Ranger
Primary weapons does one additional damage.
Body Shield
The nearest visible enemy suffers -20 aim and cannot critically hit this unit
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 3 Mob: 1

Corporal
Executioner
Confers +10 Aim and +10% Crit chance against targets at or below 50% health.
Close Combat Specialist
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Warning: Will activate even if unit is concealed.
Jetboot Module
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
Aim: 4 Will: 2 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 1

Sergeant
Packmaster
All limited-use items in your inventory receive one extra use.
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.
Collateral Damage
Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0

Tech Sergeant
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.
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
Aim: 0 Will: 1 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 2 Will: 0 Mob: 0

Gunnery Sergeant
Vital Point Targeting
Confers 2 bonus damage with guns against targets whose species have been autopsied.
Close Encounters
The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.
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.
Aim: 2 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 2 Mob: 0

Master Sergeant
Absorption Fields
Reduces most incoming damage to this unit, scaling up as the damage increases.
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Run & Gun
Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
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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 1 2 2 6
Sergeant 0 2 2 8
Tech Sergeant 1 3 2 10
Gunnery Sergeant 0 3 2 12
Master Sergeant 1 4 2 14