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MEC Protector (TJ)

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MEC_Trooper
MEC_Trooper
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Class Overview

A mix of human and machine, MEC Protectors specialize in use of a shield to block enemy attacks and keep the rest of the squad safe.

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
Guard
* Guard reduces the effectiveness of enemy attacks by downgrading their result: if an attack would Crit, it will be downgraded to a regular Hit. Hits are downgraded to Grazes, and Grazes (Dodges) will not hit the soldier at all. * When equipped with a Ballistic Shield, the attack is downgraded twice: Crits become Grazes, and regular Hits and Grazes are Deflected. * Guard will also reduce explosive damage by -50% at the cost of one charge.
Activate to Guard the next incoming attack, reducing its effectiveness. Can be used multiple times to Guard against multiple attacks. Can be used with Move-only actions. When carrying a Ballistic Shield, used automatically if the soldier didn't attack this turn.
Sacrifice
*The SPARK gains +10 defense and +1 armor while Sacrifice is active. *Sacrifice has a 6 turn cooldown.
Generate a protective field which redirects any attacks against allies inside it towards you. Gain bonus defense and armor while active.
Template:Galvanized Armor (TJ)
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.
Fortification Door Kicker Primal
Lance Corporal
Lance Corporal
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Template:Shield Stability (TJ)
Fastball
* Has a 5-turn cooldown.
The next grenade you throw or launch this turn doesn't cost an action.
Corporal
Corporal
Aegis
* The reduction applies to all damage taken while the shield is active, not just damage absorbed by the shield.
Shield Protocol also reduces all incoming damage by 33%.
Protect and Serve
* Gain a non-movement action point after using Shield Wall. * Passive.
Gain a non-movement action point after using Shield Wall.
Fortifying Incense
* Smoke grenades provide temporary protection from fire, poison, acid, and explosive damage. * Fortifying is only applied to targets within the smoke when it is first deployed.
Smoke grenades provide temporary protection from fire, poison, acid, and explosive damage.
Sergeant
Sergeant
Perfected Guard
The first Guard you use per turn will be a free action.
Template:Relocation Servos (TJ)
Combat Drugs
* A fast-acting stimulant in your smoke grenades grants units in the initial area +20 Aim and +20 Will for 2 turns.
A fast-acting stimulant in your smoke grenades grants units in the initial area +20 Aim and +20 Will for 2 turns.
Staff Sergeant
Staff Sergeant
Template:Sanctuary (TJ)
En Garde
* If an enemy begins their turn in an adjacent tile, En Garde will trigger if that enemy tries to attack the soldier * If an enemy does not begin their turn in an adjacent tile, then En Garde will trigger when that enemy moves into melee range. * These attacks will only occur if the soldier currently has Shield Wall activated.
After activating Sheild Wall, perform free Shield Bash attacks on any enemies that enter or attack from melee range.
Sacred Incense
* Smoke Grenades cleanse and provide temporary protection from mental effects.
Smoke Grenades cleanse and provide temporary protection from mental effects.
Tech Sergeant
Tech Sergeant
Template:Reactive Targeting Sensors (TJ)
Focus
* This applies to any reaction shot, e.g. Overwatch, Suppression, or That's Close Enough. * Although the first reaction shot each turn will never miss, it can still graze.
Your first reaction shot each turn is guaranteed to hit.
Template:Smoke And Mirrors (TJ)
Gunnery Sergeant
Gunnery Sergeant
Cool Under Pressure
*You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Shield Charge
* Cannot be used against targets immune to melee damage. * Knocks back the target if it hit. * Destroys cover in the path that the target is knocked back. * Automatically actvates Shield Wall after the attack. * As a shield attack, also inflicts Disorient. * If Shield Trauma is learned, also inflicts a single-action stun. * Has a 3 turn cooldown.
The soldier rushes the target, damaging and knocking them back. Immediatly activates Shield Wall afterward.___
Combat Stimulants
* Grants +10 aim and +10 crit.
A fast-acting stimulant in your smoke grenades grants bonus Aim and Critical Chance to units in the smoke cloud.
Master Sergeant
Master Sergeant
Chasing Fire
* Chasing Fire will not be triggered by other reaction attacks. * Will not trigger during Field Of Zero.
Once per turn, the soldier follows up an ally's attack with a reaction shot.
Thousands To Go
* Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. * Does not activate when killing Lost. * Passive.
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive.
Template:Cannonade (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
Flush
* Flush has a 3 turn cooldown. * +30 bonus to aim. * Damage is reduced by 50% * Cannot crit or apply bonus ammo effects. * Cannot be used from concealment. * Target loses 10 defense and 30 dodge. The debuff lasts 1 turn and can stack. Requires the target to be hit to be affected.
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits.
Template:Collateral Damage (TJ)
Pack Tactics
* If Shield Wall is active, then all adjacent allies will enter overwatch at the end of the turn. * Passive.
If Shield Wall is active, then all adjacent allies will enter overwatch at the end of the turn. Passive.
Run and Gun
*Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. *Run and Gun has a 4 turn cooldown.
Take an action after dashing.
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.
Template:Shrouded Bulwark (TJ) Template:Lightning Strike (TJ)
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.
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.
Template:Charger (TJ)
Walk Fire
*This is a special shot in which the soldier adjusts their aim in the middle of an automatic weapon burst, conferring +30 aim and -30 crit and doing 66% damage. *Consumes 2 ammo.
Take a highly accurate shot with +30 bonus to hit 66% damage and -30 crit. Uses 2 ammo.
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.
Stiletto
*Shots fired with your primary weapon pierce 3 armor.
Shots fired with your primary weapon pierce 3 armor.
Bandolier
* Infantry can equip two different ammo items at the same time, but can only benefit from one at a time. If two ammo items are equipped the Infantry will gain a Swap Ammo ability that allows them to change the active ammo type. * Consider which ammo you should take on each mission. Infantry become much more powerful when equipped with an ammo type appropriate to the situation.
Grants an extra utility item slot only usable for ammo. Ammo in this slot will not drain mobility, even if it will be displayed as such in the armory.
Cover Me
* The overwatch shot and Cool Under Pressure last until the start of your next turn. * Cool Under Pressure grants +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown.
Channeling Field
*Each point of energy channeled by Channeling Field increases the damage of the next weapon attack by 1. *The energy stored by channeling field is expended even if the next shot misses.
Every time you are targeted, part of the energy is channeled to your weapon. This energy is unleashed with your next Standard Shot.
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.
Will To Survive
*Enemy damage is reduced by 1 when in cover and attacked through that cover. *Cover against explosives and other indirect attacks is calculated from the point of the explosion. *Armor piercing effects do not eliminate this bonus. *This unit also permanently gains 5 will. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
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.
Disabling Shot
*Stuns enemies for 2 actions if the shot hits (including if it grazes). *Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage. *Disabling Shot requires 1 ammo to use. *Disabling Shot has a 5 turn cooldown. *Only Avatars and Psi Zombies can not be stunned.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
Template:Shoulder to Lean On (TJ)
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.
Damage Control
*Your armor hardens temporarily after an impact. After taking damage, gain 2 armor through the end of the next turn.
After taking damage, gain 2 armor through the end of the turn.
Impact Compensation
*After taking damage, gain a stacking 20% Damage reduction until the end of your turn up to a maximum of three stacks.
After taking damage, gain a stacking 25% Damage reduction until the end of your turn up to a maximum of 4 stacks.
Kinetic Strike
*You can trigger the Kinetic Strike ability by placing the movement cursor over an enemy. *The SPARK can perform a "Dash" move, using both actions to move, and still trigger a Strike against an adjacent enemy. *Kinetic Strike will do 7/9.5/12 damage, depending on the equipped chassis. *Kinetic Strike's chance to hit is based off the SPARK's aim with a +15 boost. *Learning the Assault Servos ability will grant +2 damage and an extra +10 aim to all Kinetic Strike attacks.
Attack any enemy within movement range with a devastating punch. 3-turn cooldown. Damage is dependent on equipped chassis.
Return Fire
*Return Fire will only trigger once per turn. *Return Fire can be triggered by melee attacks and area of effect attacks. *Return Fire will not trigger when targeted by overwatch fire.
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
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.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
Devastation
* Devastation provides a massive increase to grenade radius that makes it easy to hit multiple units and remove their cover, not to mention all other cover nearby.
The radius of your grenades and rockets is increased by 2, and the radius of your Breach ability is increased by 1.
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.
Riot Control
You have one free smoke grenade and one free flashbang use on every mission.
You have one free smoke grenade and one free flashbang use on every mission.
Template:Fog Wall (TJ)
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.
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.
Power Crush
* Ruptures the target, increasing the damage they take by 3. * Power Crush also benefits from the damage bonus of it's own rupture. * As a shield attack, also inflicts Disorient. * If Shield Trauma is learned, also inflicts a single-action stun. * Has a 3 turn cooldown.
Strike target with a crushing attack. Deals damage and inflicts significant rupture.
Heavy Hitter
* Heavy Hitter also increases the damage from burning, poison, or acid caused by your attacks by 1.
All your attacks deal +2 damage.
Tear Down
* Has a cooldown of 2 turns. * Note that unlike the Reaper's Remote Start, Tear Down doesn't boost the explosion's damage or range, but it also does not require any ammo.
As a free action, detonate an environmental explosive with a well placed shot.
Guard Shift
* The soldier's bondmate receives double the bonus. * Ideal on heavily armoured soldiers in order to make foes favor targeting them.
Reduces the soldier's Defense by 5, but raises the squad's Defense by the same amount.
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.
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.
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.
Whirlwind
*A soldier can only gain one move per turn with this ability.
If you hit with a melee attack during your turn, gain a bonus move.
Evasive
*This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Dense Smoke
*Your smoke grenades confer an additional 10 defense to those within the smoke, for a total of 30. Also grants one free Smoke Grenade.
Your smoke grenades confer an additional 10 defense. Also grants one free Smoke Grenade.
Sensor Overlays
* This doesn't count enemies only visible through squadsight.
All squad members get +10 Crit chance against enemies you can see.
Template:Repair Servos (TJ)