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Shogun (LWR)

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  Shogun

The Shogun is the MEC variant of the Engineer and Medic classes.

Primary Weapon: MEC Primary Weapons
Secondary Weapon: MEC Secondary Weapon Systems
Class-Limited items: MEC Equipment items


Abilities

Rank Ability

Specialist
Collateral Damage
Collateral Damage
Collateral Damage

Use a full magazine of ammo to destroy some cover and deal 20% of base weapon damage per ammo spent in a 5 tile radius up to 8 tiles away and then reload the main weapon. Leaves this unit with 1 AP and reduces mobility to 3.3 until out of AP. Does not work while in One For All. Destroys Corpses. 3 turn cooldown.

Lock n' Load
Lock n' Load
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.

Lance Corporal
Fortified
Fortified
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 15%.
Steadfast
Steadfast
Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%.
Hit and Run
Hit and Run
Hit and Run

The first shot taken at a preoccupied target or target damaged each turn will leave this unit with 1 AP, but limits this unit to using only mobility, officer, psionic, and non-arm-based MEC actions until they reach 0 AP. After repositioning, shots gain +25% crit damage until next turn.

Grenadier
Grenadier
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades and MEC launchers receive an additional use and have no weight.

Corporal
Absorption Fields
Absorption Fields
Absorption Fields
Gain 5% DR. Shots from beam weapons (laser/pulse/drone/cyberdisc) lose half of their penetration when targeting this unit.
Vital Point Targeting
Vital Point Targeting
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage.
Jetboot Module
Jetboot Module
Jetboot Module
When activated, grants +3.3 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Stealth, or Ghosting).

Sergeant
Sapper
Sapper
Sapper
Explosives deal +1 damage, gain +20 penetration, and double environmental damage.
Repair Servos
Repair Servos
Repair Servos
Repairs damage sustained in battle: When damaged, gain servos equal to 50% of the damage sustained. Each servo can heal 1 HP. At end of turn, use 20% the servos available (minimum 1). Active servos are removed if this unit is fully healed or corroded.
Bull Rush
Bull Rush
Bullseye
Grants +25 aim, +25 crit and +25% crit damage to shots fired at 2 AP, steadied shots or shots at preoccupied targets (double bonus if two conditions are met, triple if all three).

Tech Sergeant
Packmaster
Packmaster
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists.

Gunnery Sergeant
Gattler
Gattler
Gattler

Collateral Damage can fire 2 tiles further and has its cooldown reduced by 1 turn.

Regen Biofield
Regen Biofield
Grit
Grants +4 armor HP and %DR equal to a quarter of the % total HP lost.
Fragmentation
Fragmentation
Fragmentation

Explosives critically hit exposed targets, have double the bleed chance, and apply 2 stacks if they cause bleeding.


Master Sergeant
Snap Shot
Snap Shot
Snapshot
Shots gain +20 crit and do not trigger reaction fire.
Extra Conditioning
Extra Conditioning
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +0-1 (50%) +5-15 +1.3 -
   Lance Corporal +0-1 (50%) +1-3 - -
   Corporal +0-1 (20%) +1-3 - -
   Sergeant +0-1 (20%) +1-3 - -
   Tech Sergeant +0-1 (20%) +1-3 - -
   Gunnery Sergeant +0-1 (20%) +1-3 - -
   Master Sergeant +0-1 (20%) - - -
Total Health
+0-7
Aim
+10-30
Mobility
+1.3
Will
-

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
   Specialist +1 +10 +1.3 -
   Lance Corporal +1 +2 - -
   Corporal - +2 - -
   Sergeant - +2 - -
   Tech Sergeant - +2 - -
   Gunnery Sergeant - +2 - -
   Master Sergeant - - - -
Total Health
+2
Aim
+20
Mobility
+1.3
Will
-

Tactical Advice

Fitting its name, the Shogun ("Warlord") is - like the Engineer - a specialist in battlefield control, destroying enemy cover using Collateral Damage (and potentially grenades) while creating space as a tank or navigating through occupied space as a Hit and Run shooter.

Shoguns have solid utility from equipment because of Packmaster giving them more uses of Restorative Mist and explosives. This makes them quite versatile overall, much like the classes they're augmented from.

Sample Builds

Tank Shogun

Tank Shoguns are very effective tanks, but have a limited offensive presence. With Absorption Fields, Repair Servos, Grit, Extra Conditioning, and potentially Fortified, the Shogun has almost every tank perk it could ask for, but outside of a potential Hit and Run shot or Collateral Damage, the Shogun has no shortcut to enter One for All and thus will likely spend its action doing that.

Sample Tank Build: Fortified or Hit and Run -> Absorption Fields -> Repair Servos -> Packmaster -> Grit -> Extra Conditioning

Fortified
Fortified
Hit and Run
Hit and Run
Absorption Fields
Absorption Fields
Repair Servos
Repair Servos
Packmaster
Packmaster
Regen Biofield
Regen Biofield
Extra Conditioning
Extra Conditioning

Recommended Equipment: Restorative Mist, Heavy MEC Suit, Survivability-increasers, Ammo-increasers, Damage-increasers

Notes

  • A heavy MEC suit is recommended considering the point of this build is to take enemy fire.
  • Most MEC equipment isn't as useful for this build as Shoguns have no shortcuts for entering One for All cheaply, but Restorative Mist's passive component will always work.
    • Fortified opens up flexibility somewhat as the crit immunity makes you safer while in One for All; in this case, take whichever other equipment is preferred.
  • Unlike most other builds, the LCPL perk is actually the flexible one for a Tank Shogun.
    • Fortified is as simple as it gets, making you tankier, especially outside of One for All.
    • Hit and Run can be used to take a shot at something before activating One for All, giving this build much more of an offensive presence.
  • An officer can be used to make up for this build's lack of action economy at times, letting it use offensive actions before being commanded to use One for All.

Hit and Run (Shooter) Shogun

Hit and Run Shoguns (that specialize in shooting) act a lot like their scout equivalent, taking high damage shots at an enemy before ducking out of sight afterwards. With the high mobility of a light MEC suit and the accuracy of Bullseye, this build is safe and consistent in what it does, although its damage may feel lacking at times.

Sample Shooter Build: Hit and Run -> Vital Point Targeting or Jetboot Module -> Bullseye -> Packmaster -> Shock and Awe or Grit -> Snapshot or Extra Conditioning

Hit and Run
Hit and Run
Vital Point Targeting
Vital Point Targeting
Jetboot Module
Jetboot Module
Bull Rush
Bull Rush
Packmaster
Packmaster
Shock and Awe
Shock and Awe
Regen Biofield
Regen Biofield
Snap Shot
Snap Shot
Extra Conditioning
Extra Conditioning

Recommended Equipment: Any MEC Equipment, Light MEC Suit, Damage-increasers, Aim-increasers, Ammo-increasers

Notes

  • A light MEC suit is recommended to leverage the high mobility of Hit and Run.
  • As this build focuses primarily on direct shooting each turn, most MEC equipment will be reserved for situational use, so pick whichever suits your needs.
  • A few ranks have varied perk choices:
    • At CPL, Vital Point Targeting is a significant damage amp against biologicals, while Jetboot Module lets you push the high mobility of Hit and Run even further.
    • At GSGT, Shock and Awe is likely the default choice as it gives you a potent AoE attack that can come in handy against swarms or hard to hit enemies, but Grit is completely passive and may occasionally save your life.
    • At MSGT, Snapshot pairs well with Bullseye and adds some extra crit chance as a bonus, while Extra Conditioning gives you even more mobility and a free action chance that works well with Hit and Run, Lock N' Load, and Collateral Damage constantly giving you opportunities to get one.

Grenadier Shogun

Grenadier Shoguns act like mortars, being pretty easy to take down but highly effective when set up in a safe position, raining down fire from afar. Despite wanting to be in One for All for the throw range increase, this build usually can't tank effectively, so positioning is very important. Additionally, this build tends to suffer heavily when out of explosives, but thankfully has a large amount of them.

Sample Grenadier Build: Grenadier -> Jetboot Module -> Sapper -> Packmaster -> Shock and Awe or Fragmentation -> Extra Conditioning

Grenadier
Grenadier
Jetboot Module
Jetboot Module
Sapper
Sapper
Packmaster
Packmaster
Shock and Awe
Shock and Awe
Fragmentation
Fragmentation
Extra Conditioning
Extra Conditioning

Recommended Equipment: Grenade Launcher, Gravity Mines, Any MEC Suit, Ammo-increasers, Damage-increasers (AP ammo)

Notes

  • Either MEC suit can work decently for this build; light MEC suits make it easier to get into position, while heavy MEC suits protect you more when already in position and are more useful overall once out of explosives.
  • At GSGT, Fragmentation is the default choice that makes your explosives better against most biological enemies, but Shock and Awe upgrades your Collateral Damage to serve as an effective backup for when out of explosives or movement is required.
  • AP ammo affects Collateral Damage as well, making it (and the Gauss weapon it requires) a significant damage increase, especially through cover.

See also