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Guardian (Long War): Difference between revisions

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|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:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Immune to panic, except Psi Panic.''
|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]]'''Automated Threat Assessment'''<br/>''''
|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:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''Allows reaction shots to trigger on enemy attacks, not just movement''
|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 uses of Medikit items.''
|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]]'''Body Shield'''<br/>''''
|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]]'''Platform Stability'''<br/>''''
|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:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapon does one additional damage.''
|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:SNIPER_OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.''
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapon does one additional damage.''
|Sergeant3=[[File:.png|32px|center]]'''Jet Boot Module'''<br/>''''
|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]]'''Reactive Targeting Sensors'''<br/>''''
|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]]'''Damage Control'''<br/>''''
|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]]'''Absorption Fields'''<br/>''''
|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]]'''Resilience'''<br/>''''
|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
Packmaster
All limited-use items in your inventory receive one extra use.
'

Lance Corporal
Covering Fire
Allows reaction shots to trigger on enemy attacks, not just movement
Steadfast
Never panic as a result of allies panicking or getting wounded or killed.
Automated Threat Assessment
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
Field Medic
Allows medikits and restorative mist kits to be used 3 times per battle instead of once.
Platform Stability
Any shots taken without moving have +10 Aim and +10% critical chance.
Body Shield
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
Jetboot Module
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
Ranger
Primary weapon does one additional damage.
Opportunist
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
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.
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.
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.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0

Gunnery Sergeant
Resillience
Confers immunity to critical hits.
Sentinel
Allows two reaction shots during Overwatch, instead of only one.
Absorption Fields
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
File:.png
Light 'Em Up
'
File:.png
Ready for Anything
'
File:.png
Savior
'
' ' '


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