Marauder (Long War): Difference between revisions
Appearance
mNo edit summary |
|||
| Line 30: | Line 30: | ||
|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:MEC_VITAL_POINT_TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage with guns against targets whose species have been autopsied.'' | ||
|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: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.'' | ||
|GunSgt3=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive | |GunSgt3=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targeting 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=''Aim: 2 Will: 0 Mob: 0'' | |GunSgtE1=''Aim: 2 Will: 0 Mob: 0'' | ||
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0'' | |GunSgtE2=''Aim: 0 Will: 0 Mob: 0'' | ||
Revision as of 21:45, 30 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 |
' |
' |
' | |
| ' | ' | ' | ||
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 |















