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Shogun (Long War)

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MEC variant of the Engineer class.

Abilities

Rank Ability

Specialist
Collateral Damage
Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.
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Lance Corporal
Jetboot Module
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
Automated Threat Assessment
Confers +15 Defense for the first attack in Overwatch, and 0.5 damage reduction
Body Shield
The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.
Aim: 0 Will: 0 Mob: 1 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 2 Mob: 0

Corporal
HEAT Warheads
Rockets and grenades do additional damage to robotic enemies.
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
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: 0 Will: 0 Mob: 0

Sergeant
HEAT Ammo
Your primary weapon does extra damage to robotic enemies.
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.
Sapper
Your grenades do additional damage to enemies, and all your weapons do additional damage to the enviroment.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 3 Mob: 0 Aim: 0 Will: 0 Mob: 0

Tech Sergeant
Ranger
+1 damage with primary weapon.
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.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 2 Mob: 0

Gunnery Sergeant
Light 'Em Up
Firing with the first action no longer ends turn.
Vital Point Targeting
Additional 2 damage against any human target and any alien that has been autopsied.
Grenadier
Allows two uses of damaging grenade items, and increases grenade throw range by 20%.
Aim: 0 Will: 0 Mob: 0 Aim: 3 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0

Master Sergeant
Absorption Fields
Reduces most incoming damage to this unit, scaling up as the damage increases.
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.
Mayhem
Confers additional damage based on weapons tech level to LMGs, sniper rifles, marksman's, strike and reflex rifles, rockets, suppression, grenade launchers, and Proximity Mines.
Aim: 0 Will: 0 Mob: 0 Aim: 2 Will: 2 Mob: 0 Aim: 0 Will: 0 Mob: 0


Tactical Advice

.. Collateral damage works with heat ammo and does solid damage vs robots ..Better than flush + heat ammo combo since collateral damage cannot miss .. Perfect to get rid of pesky hard to hit seekers and drones that get tons of HP and DR as the game progresses .

HEAT Ammo + Collateral damage will consistently deal 7 damage to robotic enemies (10*0.75 past Railgun tech) . Keep this in mind if you want to clear a clustered group of drones or seekers (with less than 7 HP)

Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 1 1 3 3
Lance Corporal 0 1 3 6
Corporal 1 2 2 8
Sergeant 1 3 3 11
Tech Sergeant 1 4 2 13
Gunnery Sergeant 0 4 3 16
Master Sergeant 1 5 3 19

+1 HP, +5 Aim compared to Engineer.

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