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Guardian (Long War): Difference between revisions

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Templates added and updated for beta 14f, updated Stat Progression table
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|GunSgtE2=''No other bonuses.''
|GunSgtE2=''No other bonuses.''
|GunSgtE3=''No other bonuses.''
|GunSgtE3=''No other bonuses.''
|MSgt1={{ Light Em Up (Long War)|text=1}}
|MSgt1={{ Ready For Anything (Long War)|text=1}}
|MSgt2={{ Savior (Long War)|text=1}}
|MSgt2={{ Savior (Long War)|text=1}}
|MSgt3={{ Double Tap (Long War)|text=1}}
|MSgt3={{ Double Tap (Long War)|text=1}}

Revision as of 17:22, 26 November 2014

This page may be outdated.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

MEC variant of the Medic class. The Guardian is specialised in Restorative Mist use, and can greatly increase both its charges and effectiveness. Guardians can also specialise in improving overwatch, and also have a decent selection of defensive perks.


Abilities

Rank Ability

Specialist
Packmaster
Packmaster
Packmaster
Limited-use small items (including those from perks) receive 1 additional use.
No other bonuses.

Lance Corporal
Covering Fire
Covering Fire
Covering Fire
Allows certain reaction shots to trigger on many enemy actions, not just movement (excludes reload, overwatch, and hunker down actions).
Steadfast
Steadfast
Steadfast
Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability.
Automated Threat Assessment
Automated Threat Assessment
Automated Threat Assessment
Confers 0.5 DR (50% chance to absorb one point of damage) at all times, and confers +15 defense when in overwatch until the unit takes an overwatch shot.
Provides +3 Aim. Provides +5 Will. No other bonuses.

Corporal
Field Medic
Field Medic
Field Medic
For soldiers, grants one free use of a medikit per mission and allows additional medikit items to be used two times per battle instead of one. Also allows Restorative Mist items to be used three times per battle instead of once.
Platform Stability
Platform Stability
Platform Stability
Shots taken before any costly actions have +10 Aim and +10% critical chance. Also grants +10 aim for purposes of reducing scatter if the soldier has not moved this turn, and increases range of Blaster Launcher (which does not scatter).
Body Shield
Body Shield
Body Shield
The nearest visible enemy suffers -20 aim and cannot critically hit this unit
No other bonuses. Provides +3 Aim, +1 Mobility. Provides +2 Will, +1 Mobility.'

Sergeant
Jetboot Module
Jetboot Module
Jetboot Module
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
Ranger
Ranger
Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters.
Opportunist
Opportunist
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Provides +1 Mobility. No other bonuses. No other bonuses.

Tech Sergeant
Repair Servos
Repair Servos
Repair Servos
Repairs up to 50% of damage taken (max 2 per turn). Value on icon represents repairs remaining at 2 points per hp. Additional damage taken before repairs are complete reduces how much can be repaired from prior hits by 50%.
Damage Control
Damage Control
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points (1.5 DR) for the next 2 turns.
Reactive Targeting Sensors
Reactive Targeting Sensors
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.
No other bonuses. No other bonuses. No other bonuses.

Gunnery Sergeant
Resilience
Resilience
Resilience
Confers immunity to critical hits.
Sentinel
Sentinel
Sentinel
Allows two reaction shots during Overwatch, instead of only one.
Absorption Fields
Absorption Fields
Absorption Fields
Reduces most incoming damage to this unit, scaling up as damage increases. Specifically: reduces 40% of any damage taken after 2; after all other damage reduction has been applied.
No other bonuses. No other bonuses. No other bonuses.

Master Sergeant
Ready for Anything
Ready for Anything
Ready for Anything
If the unit fires without taking any other costly action, it automatically enters overwatch at the end of its turn.
Savior
Savior
Savior
Provides 2 item-free medikit charges and +4 healing bonus to medikits. Restorative Mist units restore three more health per use.
Double Tap
Double Tap
Double Tap
Allows a second action restricted to Standard Shot, Precision Shot, or Disabling Shot as long as the first action was a Standard Shot, Precision Shot, Disabling Shot, or Flush provided no costly actions were taken. 1 turn cooldown. (Note: Double Tap is cancelled in the following cases: (1) the first shot results in a kill, and no more enemies are visible to the unit, or (2) for gunners only, the first shot depletes the ammo.)
Provides +3 Aim. Provides +4 Will. No other bonuses.


Stat Progression

Rank Health
/level
Health
total
Aim
/level
Aim
total
Will
/level*
Will
total*
Specialist 1 1 3 3 2(3) 2(-3)
Lance Corporal 0 1 3 6 2(3) 4(-6)
Corporal 1 2 3 9 2(3) 6(-9)
Sergeant 0 2 3 12 2(3) 8(-12)
Tech Sergeant 1 3 3 15 2(3) 10(-15)
Gunnery Sergeant 0 3 3 18 2(3) 12(-18)
Master Sergeant 1 4 3 21 2(3) 14(-21)
  • Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.

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