Jump to content

Marauder (Long War): Difference between revisions

From UFOpaedia
Tulip (talk | contribs)
Binkyuk (talk | contribs)
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 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: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
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
File:.png
'
'
File:.png
'
'
File:.png
'
'
' ' '


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