Marauder (Long War): Difference between revisions
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== Abilities == | == Abilities == | ||
{{Class Tree (Long War)| | {{Class Tree (Long War)| | ||
|Specialist1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>'' | |Specialist1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.'' | ||
|LCorporal1=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).'' | |||
|LCorporal1=[[File:.png|32px|center]]''''''<br/>'''' | |LCorporal2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons does one additional damage.'' | ||
|LCorporal2=[[File:.png|32px|center]]''''''<br/>'''' | |LCorporal3=[[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:.png|32px|center]]''''''<br/>'''' | |LCorporalE1=''Aim: 0 Will: 0 Mob: 0'' | ||
|LCorporalE1='''' | |LCorporalE2=''Aim: 0 Will: 0 Mob: 0'' | ||
|LCorporalE2='''' | |LCorporalE3=''Aim: 0 Will: 3 Mob: 1'' | ||
|LCorporalE3='''' | |Corporal1=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''Confers +10 Aim and +10% Crit chance against targets at or below 50% health.'' | ||
|Corporal1=[[File:.png|32px|center]]''''''<br/>'''' | |Corporal2=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]'''Close Combat Specialist'''<br/>''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.'' | ||
|Corporal2=[[File:.png|32px|center]]''''''<br/>'''' | |Corporal3=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]'''Jetboot Module'''<br/>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.'' | ||
|Corporal3=[[File:.png|32px|center]]''''''<br/>'''' | |CorporalE1=''Aim: 4 Will: 2 Mob: 0'' | ||
|CorporalE1='''' | |CorporalE2=''Aim: 0 Will: 0 Mob: 0'' | ||
|CorporalE2='''' | |CorporalE3=''Aim: 0 Will: 0 Mob: 1'' | ||
|CorporalE3='''' | |Sergeant1=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''All limited-use items in your inventory receive one extra use.'' | ||
|Sergeant1=[[File:.png|32px|center]]''''''<br/>'''' | |Sergeant2=[[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.'' | ||
|Sergeant2=[[File:.png|32px|center]]''''''<br/>'''' | |Sergeant3=[[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.'' | ||
|Sergeant3=[[File:.png|32px|center]]''''''<br | |SergeantE1=''Aim: 0 Will: 0 Mob: 0'' | ||
|SergeantE1='''' | |SergeantE2=''Aim: 0 Will: 0 Mob: 0'' | ||
|SergeantE2='''' | |SergeantE3=''Aim: 0 Will: 0 Mob: 0'' | ||
|SergeantE3='''' | |TechSgt1=[[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.'' | ||
|TechSgt1=[[File:.png|32px|center]]''''''<br | |TechSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).'' | ||
|TechSgt2=[[File:.png|32px|center]]''''''<br/>'''' | |TechSgt3=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.'' | ||
|TechSgt3=[[File:.png|32px|center]]''''''<br/>'''' | |TechSgtE1=''Aim: 0 Will: 1 Mob: 0'' | ||
|TechSgtE1='''' | |TechSgtE2=''Aim: 0 Will: 0 Mob: 0'' | ||
|TechSgtE2='''' | |TechSgtE3=''Aim: 2 Will: 0 Mob: 0'' | ||
|TechSgtE3='''' | |GunSgt1=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage with guns against targets whose species have been autopsied.'' | ||
|GunSgt1=[[File:.png|32px|center]]''''''<br/>'''' | |GunSgt2=[[File:ASSAULT CLOSEPERSONAL.png|32px|center]]'''Close Encounters'''<br/>''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.'' | ||
|GunSgt2=[[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.'' | ||
|GunSgt3=[[File:.png|32px|center]]''''''<br/>'''' | |GunSgtE1=''Aim: 2 Will: 0 Mob: 0'' | ||
|GunSgtE1='''' | |GunSgtE2=''Aim: 0 Will: 0 Mob: 0'' | ||
|GunSgtE2='''' | |GunSgtE3=''Aim: 0 Will: 2 Mob: 0'' | ||
|GunSgtE3='''' | |||
|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 14:43, 16 July 2014
MEC variant of the Assault class
Abilities
| Rank | Ability | |||
|---|---|---|---|---|
Specialist |
Damage received from enemies within 4 tiles is reduced by 33%. | |||
| {{{SpecialistE1}}} | ||||
Lance Corporal |
Confers +10% critical chance per enemy in sight (max +30%). |
Primary weapons does one additional damage. |
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 |
Confers +10 Aim and +10% Crit chance against targets at or below 50% health. |
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. |
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 |
All limited-use items in your inventory receive one extra use. |
When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns. |
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 |
Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired. |
Adds 1 damage on critical hits for each enemy the squad can see (up to 5). |
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 |
Confers 2 bonus damage with guns against targets whose species have been autopsied. |
The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun. |
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 |
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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 |















