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{{CheckOutdated (Long War)|b13}}
{{CheckOutdated (Long War)|b14}}
MEC variant of the Infantry class
MEC variant of the Infantry class



Revision as of 07:37, 17 November 2014

This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.

MEC variant of the Infantry class

Abilities

Rank Ability

Specialist
Light 'Em Up
Firing with the first action no longer ends turn.
'

Lance Corporal
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
Automated Threat Assessment
+15 defense during first attack in overwatch, and half a point of damage reduction. (meaning 1 point for damage has a 50% chance of being negated).
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: +2 Mob: 0 Aim: 0 Will: 0 Mob: 0

Corporal
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.
Jet Boot Module
When activated confers the ability to jump to normally inaccessible heights for the rest of the turn.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: +1

Sergeant
Shredder Ammo
Any unit hit takes additional damage from all sources for the next 4 turns.
Ranger
Primary weapon does one additional damage.
Shock-Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: +2 Will: +2 Mob: 0

Tech Sergeant
Collateral Damage
Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.
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.
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.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0

Gunnery Sergeant
Lock N' Load
Primary weapon receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reaload their primary weapon as their first action of the turn without ending the turn.
Absorption Fields
Reduces most incoming damage to this unit, scaling up as damage increases.
Vital Point Targeting
Confers 2 bonus damage with guns against targets that have been autopsied.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: +1

Master Sergeant
Sentinel
Allows two reaction shots during Overwatch, instead of only one.
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Squadsight
Allows firing at targets in any ally's sight radius, but at -30% critical chance; Does not extend overwatch outside visual range. Extended range weapons (MEC primary weapons, Marksman and Strike Rifle and LMGs) gain roughly 5 extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges except with Marksman's and Strike Rifles.
Aim: +3 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0


Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 1 1 4 4
Lance Corporal 0 1 3 7
Corporal 1 2 3 10
Sergeant 0 2 4 14
Tech Sergeant 1 3 3 17
Gunnery Sergeant 0 3 3 20
Master Sergeant 1 4 4 24

See also

Long War: Soldiers 
Soldiers
Soldiers

Soldiers

Assault

Infantry

Rocketeer

Gunner

Sniper

Scout

Medic

Engineer
MEC
MEC

MEC Troopers

Marauder

Valkyrie

Archer

Goliath

Jaeger

Pathfinder

Guardian

Shogun
Sub-classes and abilities
Sub-classes and abilities

Officers

Psionics

Gene Mods

S.H.I.V.s