Guardian (Long War): Difference between revisions
Appearance
| Line 5: | Line 5: | ||
|Specialist1=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster''' <br/> ''All limited-use items in your inventory receive one extra use.'' | |Specialist1=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster''' <br/> ''All limited-use items in your inventory receive one extra use.'' | ||
|SpecialistE1='''' | |SpecialistE1='''' | ||
|LCorporal1=[[File: | |LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''Allows reaction shots to trigger on enemy attacks, not just movement'' | ||
|LCorporal2=[[File:.png|32px|center]]''' | |LCorporal2=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Never panic as a result of allies panicking or getting wounded or killed.'' | ||
|LCorporal3=[[File: | |LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>''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) '' | ||
|LCorporalE1='''' | |LCorporalE1=''Aim: 3 Will: 0 Mob: 0'' | ||
|LCorporalE2='''' | |LCorporalE2=''Aim: 0 Will: 5 Mob: 0'' | ||
|LCorporalE3='''' | |LCorporalE3=''Aim: 0 Will: 0 Mob: 0'' | ||
|Corporal1=[[File:SUPPORT FIELDMEDIC.png|32px|center]]'''Field Medic'''<br/>''Allows 3 | |Corporal1=[[File:SUPPORT FIELDMEDIC.png|32px|center]]'''Field Medic'''<br/>''Allows medikits and restorative mist kits to be used 3 times per battle instead of once.'' | ||
|Corporal2=[[File:.png|32px|center]]''' | |Corporal2=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]'''Platform Stability'''<br/>''Any shots taken without moving have +10 Aim and +10% critical chance.'' | ||
|Corporal3=[[File:.png|32px|center]]''' | |Corporal3=[[File:MEC_BODY_SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 aim and cannot critically hit this unit'' | ||
|CorporalE1='''' | |CorporalE1=''Aim: 0 Will: 0 Mob: 0'' | ||
|CorporalE2='''' | |CorporalE2=''Aim: 3 Will: 0 Mob: 1'' | ||
|CorporalE3='''' | |CorporalE3=''Aim: 0 Will: 2 Mob: 1'' | ||
|Sergeant1=[[File: | |Sergeant1=[[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.'' | ||
|Sergeant2=[[File: | |Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapon does one additional damage.'' | ||
|Sergeant3=[[File:.png|32px|center]]''' | |Sergeant3=[[File:SNIPER_OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.'' | ||
|SergeantE1='''' | |SergeantE1=''Aim: 0 Will: 0 Mob: 1'' | ||
|SergeantE2='''' | |SergeantE2=''Aim: 1 Will: 0 Mob: 0'' | ||
|SergeantE3='''' | |SergeantE3=''Aim: 0 Will: 0 Mob: 0'' | ||
|TechSgt1=[[File:.png|32px|center]]'''Repair Servos'''<br | |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.'' | ||
|TechSgt2=[[File:.png|32px|center]]''' | |TechSgt2=[[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.'' | ||
|TechSgt3=[[File:.png|32px|center]]''' | |TechSgt3=[[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.'' | ||
|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]]''' | |GunSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resillience'''<br/>''Confers immunity to critical hits.'' | ||
|GunSgt2=[[File:.png|32px|center]]'''Sentinel'''<br/>'''' | |GunSgt2=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''Allows two reaction shots during Overwatch, instead of only one.'' | ||
|GunSgt3=[[File:.png|32px|center]]''' | |GunSgt3=[[File:MEC ABSORTION FIELDS.png|32px|center]]'''Absorption Fields'''<br>''Reduces most incoming damage to this unit, scaling up as the damage increases.'' | ||
|GunSgtE1='''' | |GunSgtE1=''Aim: 3 Will: 3 Mob: 1'' | ||
|GunSgtE2='''' | |GunSgtE2=''Aim: 0 Will: 0 Mob: 0'' | ||
|GunSgtE3='''' | |GunSgtE3=''Aim: 0 Will: 0 Mob: 0'' | ||
|MSgt1=[[File:.png|32px|center]]'''Light 'Em Up'''<br/>'''' | |MSgt1=[[File:.png|32px|center]]'''Light 'Em Up'''<br/>'''' | ||
|MSgt2=[[File:.png|32px|center]]'''Ready for Anything'''<br/>'''' | |MSgt2=[[File:.png|32px|center]]'''Ready for Anything'''<br/>'''' | ||
Revision as of 15:06, 16 July 2014
MEC variant of the Medic class
Abilities
| Rank | Ability | |||
|---|---|---|---|---|
Specialist |
All limited-use items in your inventory receive one extra use. | |||
| ' | ||||
Lance Corporal |
Allows reaction shots to trigger on enemy attacks, not just movement |
Never panic as a result of allies panicking or getting wounded or killed. |
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) | |
| Aim: 3 Will: 0 Mob: 0 | Aim: 0 Will: 5 Mob: 0 | Aim: 0 Will: 0 Mob: 0 | ||
Corporal |
Allows medikits and restorative mist kits to be used 3 times per battle instead of once. |
Any shots taken without moving have +10 Aim and +10% critical chance. |
The nearest visible enemy suffers -20 aim and cannot critically hit this unit | |
| Aim: 0 Will: 0 Mob: 0 | Aim: 3 Will: 0 Mob: 1 | Aim: 0 Will: 2 Mob: 1 | ||
Sergeant |
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn. |
Primary weapon does one additional damage. |
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits. | |
| Aim: 0 Will: 0 Mob: 1 | Aim: 1 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. |
When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns. |
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: 0 Will: 0 Mob: 0 | ||
Gunnery Sergeant |
Confers immunity to critical hits. |
Allows two reaction shots during Overwatch, instead of only one. |
Reduces most incoming damage to this unit, scaling up as the damage increases. | |
| Aim: 3 Will: 3 Mob: 1 | Aim: 0 Will: 0 Mob: 0 | Aim: 0 Will: 0 Mob: 0 | ||
Master Sergeant |
' |
' |
' | |
| ' | ' | ' | ||
Stat Progression
| Rank | HP at level | Total HP | Aim at level | Total Aim |
|---|---|---|---|---|
| Specialist | 1 | 1 | 3 | 3 |
| Lance Corporal | 0 | 1 | 3 | 6 |
| Corporal | 1 | 2 | 3 | 9 |
| Sergeant | 0 | 2 | 3 | 12 |
| Tech Sergeant | 1 | 3 | 3 | 15 |
| Gunnery Sergeant | 0 | 3 | 3 | 18 |
| Master Sergeant | 1 | 4 | 3 | 21 |















