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MEC Templar (TJ)

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Long War of the Chosen Main Page
MEC_Trooper
MEC_Trooper
---

Class Overview

A mix of human and machine, MEC Templars specialize in melee combat and electrical attacks with a GREMLIN. They also retain some degree of Psionic capability.

Weapons

Primary: SPARK Rifles

Secondary: SPARK BIT

Abilities

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
Squaddie
Template:Rending Punch (TJ) Template:WallPhasing (TJ)
Fortress
*A soldier with the Fortress ability can walk through fire, poison and acid with no ill effects.
The soldier is immune to fire, poison, acid, and explosive damage.
Shield Training
Template:Shield Training (TJ)/Info
This soldier gains 2 mobility when equipped with a SPARK Shield.
MEC Trooper Immunities
* All MEC Troopers are immune to fire, Chryssalid poison, Viper bind and knockback.
All MEC Troopers are immune to fire, Chryssalid poison, Viper bind and knockback.
Power Fist Dynamo Sage
Lance Corporal
Lance Corporal
Template:Fine Control (TJ) Template:One-Two Punch (TJ) Template:Squad Shield (TJ)
Corporal
Corporal
Zone of Control
*All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
Fuse
* This ability costs 1 action, is non-turn ending and has no cooldown.
If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.
Sustain
*Beware that a sustained soldier may retain damaging status effects like poison or burning after emerging from Stasis. *Wound reduction does not work if the soldier entered a bleeding out state during the mission.
If the soldier takes enough damage to be killed, they are immediately put in Stasis for 1 turn and their health is only reduced to 1 HP. This can only happen once per mission. Reduce wound recovery times for this soldier by 2 HP.
Sergeant
Sergeant
Roaring Flames
* Enables all reaction fire by this soldier to crit if they have a chemthrower equipped. * Chemthrower reaction fire gains 20% critical chance.
Chemthrower reaction fire has a 20% increased chance to crit.
Template:Psionic Nova (TJ) Template:Mighty Vengeance (TJ)
Staff Sergeant
Staff Sergeant
Anatomy
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
Phantasmal Killer
* Phantasmal Killer will deal 3 damage initially. * Deals 0 plus 2% of the soldier's psi offence as damage per enemy action negated. * Duration of the prison depends the tech level of the psiamp. * Lasts up to 4 actions. * Targets trapped by Phantasmal Killer cannot take actions or dodge, but can be targeted by other attacks. * Has a 5 turn cooldown.
Psychic. Conjure a phantasmal attacker that paralyzes a humanoid target with fear. Their fear is so intense that it deals damage for each action lost.
Bastion
*Bastion has a 4 tile radius. *Moving next to afflicted allies will immediately cleanse their negative physical status effects.
Fortress now provides immunity to nearby teammates.
Tech Sergeant
Tech Sergeant
Template:Advanced Fire Control (TJ)
Teleport
* Has a 4 turn cooldown.
Instantly teleport anywhere within squadsight.
Template:Repair Protocol (TJ)
Gunnery Sergeant
Gunnery Sergeant
Close Combat Specialist
*Will not trigger if soldier is concealed. *You may shoot at each enemy with this ability once per turn. *Each shot requires 2 ammo.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
Soul Mania
* If an enemy begins their turn within 2 tiles, Soul Mania will trigger if that enemy tries to attack the soldier. * If an enemy does not begin their turn within 2 tiles, then Soul Mania will trigger when that enemy moves into that range. * Soul Mania deals the same base Psionic damage as Soulfire and similarly cannot target robots, but does NOT ignore armor or shields like Soulfire does. * Soul Mania is guaranteed to hit, but is still considered a reaction attack and thus won't target units that have Shadowstep. * Will not trigger during the soldier's own turn.
Free Psionic attacks on any enemies that enter or attack from within 2 tiles. Guaranteed to hit but will not target robots or units with Shadowstep.
Solace
*Solace cleanses disorientation, mind control, panic and stun effects. *Solace requires one action and does not end your turn. *Solace has a 3 turn cooldown.
The Psi Operative may immediately extinguish mental impairments for a squadmate.
Master Sergeant
Master Sergeant
Mayhem
*Gain 25% bonus damage against enemies who attempt to move when suppressed.
Gain 25% bonus damage against enemies who attempt to move when suppressed.
Template:Thousands to Go (TJ) Template:Crusader's Rage (TJ)

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10 AP per tier level.

Tier 1 Tier 2 Tier 3 Tier 4
Infighter
*Gain 40 dodge against attacks within four tiles. *Dodge bonus also applies to melee attacks. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 40 dodge against attacks within four tiles.
Eat This!!
* Gain up to +20 aim and +20 crit. * Bonuses start at 6 tiles away.
You gain bonus Aim and Crit on attacks against adjacent targets. The bonus decreases with range.
Double Time
* Double Time can be used to move very long distances in a single turn, or to move and then take a normal sniper rifle shot. * The extra move action from Double Time is wasted if you use an ability that ends your turn, like firing your weapon, before taking the move. * Double Time has a 3 turn cooldown.
Gain a bonus move action this turn. 3 turn cooldown.
Priority Target
* If multiple enemies are equally distant, you get the bonus against all of them. * Priority Target doesn't affect melee attacks.
You get + 10 Aim and +10 Crit chance on ranged attacks against the closest visible enemy.
Ever Vigilant
*Ever Vigilant enables an extremely mobile style of play for the soldier. *LITERALLY any action other than moving will invalidate Ever Vigilant.
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
Template:Rampart (TJ)
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives.
Brutal Servos
Template:Brutal Servos (TJ)/Info
Grants +20 crit chance to all Strike attacks, and strike attacks will do +2 additional damage on critical hits.
Brawler
Take 35% less damage from any melee attack, or attacks from within 5 tiles.
Cybernetic Conditioning
Template:Cybernetic Conditioning (TJ)/Info
The unit has conditioned themselves for combat, granting themselves extra HP that scales with their equipped armor.
Template:Hammer Protocol (TJ)
Cutthroat
*Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.
Fearsome
* Perks like This One's Mine and Deadshot can help you get critical hits. * Critical hits with any of your weapons can trigger Fearsome.
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic.
Sixth Sense
* Area attacks include grenades and other explosives, but not MEC Micro Missiles. * Faceless claw sweep counts as multi-target attack and will not hit this soldier. * Purifier's Flamethrower is another example of area of effect attack that is not an explosive weapon.
You are immune to multi-target and area attacks.
Template:Collateral Damage (TJ)
Executioner
*Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
Template:Charger (TJ)
Mark Target
*This Ability costs 1 action, is non-turn ending and has a 2-turn cooldown. *The effect can also be removed by killing the marker.
Mark a target that grants 10 aim to allies attacks' against the target that lasts 2 turns. 2-turn cooldown.
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives.
Nova
*Nova has no action point cost and no cooldown. *This ability deals 6 damage and ignores armor. *The first Nova attack each mission will deal 0 damage to the SPARK. *All Nova attacks after the first will deal a stacking 2 damage to the SPARK.
Release a blast of energy, damaging all nearby units. This attack has no cost or cooldown, but consecutive Novas will damage the SPARK.
Damn Good Ground
*Confers +10 aim and +10 defense against targets at a lower elevation. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Confers +10 aim and +10 defense against targets at a lower elevation.
Blurred
* The farther away the attacker is, the larger the bonuses are.
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker.
Rending Claws
Template:Rending Claws (TJ)/Info
Your melee attacks against all enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Template:Supernova (TJ)
Maim
*Fire a shot with your primary weapon that does normal damage and immobilizes the target until the end of their next turn. *Useful to isolate a high-value target during an ambush. *Uses 1 ammo. *Maim has a 3 turn cooldown.
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown.
Template:Quickburn (TJ)
Predator
*Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Survival Instinct
*The bonuses are lost if you are healed back to full health.
Gain 20 Defense and 20 Crit chance while injured.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
This One's Mine
* Only you get the bonuses. * Consider using this ability against elite enemy units such as Custodians, Cobras, or Sectopods for its large bonus of 50 defense. * Our plasma weaponry will greatly benefit from the bonus critical hit chance due to their reliance on the critical damage.
Mark a target, giving you +50 Crit chance and +50 Defense against it for 3 turns. This ability doesn't cost an action. Has a 3 turn cooldown.
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.
Target Focus
*Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. *Unflankable enemies are ones that can't take cover, such as Drones, MECs and Berserkers.
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
Rainmaker
*Rainmaker adds +2 damage to all heavy weapons. *Heavy weapons with circular areas of effect have their radius increased by +2. *Heavy weapons with conic areas of effect have their diameter increased by +2 and length increased by +2.
Equipped heavy weapons deal +2 damage and have increased area of effect.
Concussive Strike
* Concussive Strike cannot target robotic units, as their processing centers aren't as squishy as brains. * The damage of Concussive Strike without Assault Servos is 3/4.75/6 depending on equipped chassis. * The damage of Concussive Strike with Assault Servos is 4/5.75/7 depending on equipped chassis. * The SPARK's improved melee abilities also reduce the cooldown of the main Kinetic Strike ability by 1.
A special Strike attack that does half damage but stuns the target for two action points. Cannot target robotic units. 4-turn cooldown. Also reduces the cooldown of Kinetic Strike by 1.
Triage
* Restores 8 health to the user and surrounding allies within 8 tiles. * Removes Burning, Acid, and Poison. * Has 1 charge.
Restores health to the user and surrounding allies. Removes Burning, Acid, and Poison.
Sentinel
*Reaction shots may only target an enemy once.
When in overwatch, you may take two reaction shots.
Overkill
*Your ranged attacks deal +2 more damage to units at 50% HP or less.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
Template:Lightning Strike (TJ)
Dedication
*Gain 2 mobility and ignore reaction fire for the rest of the turn. *Free action. *Dedication has a 4 turn cooldown.
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Devil's Luck
* Hits include crits and grazes.
You are immune to the first shot that hits you each mission.
Open Fire
*Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.
Kinetic Pillar
* Has a 2 turn Cooldown.
Create a pillar of kinetic force that acts as high cover.
Last Stand
* You can still take damage, but it will never reduce you below 1 hp. * You can't be knocked unconscious, disoriented, or otherwise incapacitated.
Once per mission, become immune to death and incapacitation until the end of your next turn.
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 5 dodge per enemy you can see, up to a maximum of +30.
Take Down
* This attack always deals 5 damage. If the enemy has enough armor or other damage resistance, Take Down may not always result in a kill. * Take Down can be used once per turn, and can be used with a dash only if used as the first action. * Unlike Take Under, Take Down does not rely on a melee weapon. Human soldiers will use the stock of their gun, and certain aliens will throw a punch or slash with their claws.
A melee finisher that never misses and does not end your turn even when used with a dash move, but can only target damaged enemies on 3 or less HP. Can be used once per turn. 3 turn cooldown.