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Valkyrie (Long War)

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Valkyrie
Long War Main Page

MEC variant of the Infantry class

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


Abilities

Rank Ability

Specialist
Light 'Em Up
Light 'Em Up
Light 'Em Up
Standard shots no longer end the turn, if taken as the first action.
No other bonuses.

Lance Corporal
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
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.
No other bonuses. Provides +2 Will. No other bonuses.

Corporal
Advanced Fire Control
Advanced Fire Control
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
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.
Jetboot Module
Jetboot Module
Jetboot Module
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
No other bonuses. No other bonuses. Provides +1 Mobility.

Sergeant
Shredder Ammo
Shredder Ammo
Shredder Ammo
The Shredder debuff causes any unit hit to take 40% additional damage (after DR, rounded down) from all sources. Gunners and MECs apply the Shredder debuff for the remainder of the current turn to any target struck by their primary weapon. Rocketeers get an extra rocket that is weaker than a standard rocket (60% rounded down), cannot penetrate cover, has a +50% larger blast radius, and applies the Shredder debuff to all targets struck by the rocket for the next 3 turns.
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.
Shock-Absorbent Armor
Shock-Absorbent Armor
Shock-Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
No other bonuses. No other bonuses. Provides +2 Aim, +2 Will.

Tech Sergeant
Collateral Damage
Collateral Damage
Collateral Damage
Area of effect attack that destroys most cover and hits all eligible targets for 1/3rd damage. Unlike most abilities, damage increasing items and perks also only apply 1/3rd damage (note: HEAT and flak cannot be reduced below +2 damage though). This attack cannot critically hit. Shredder ammo and holo-targeting are NOT applied.
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.
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%.
No other bonuses. No other bonuses. No other bonuses.

Gunnery Sergeant
Lock N' Load
Lock N' Load
Lock N' Load
Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn.
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.
Vital Point Targeting
Vital Point Targeting
Vital Point Targeting
Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied.
No other bonuses. No other bonuses. No other bonuses.

Master Sergeant
Sentinel
Sentinel
Sentinel
Allows two reaction shots during Overwatch, instead of only one.
Rapid Fire
Rapid Fire
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Squad sight
Squad sight
Squadsight
Allows firing at targets in any ally's sight radius within weapon range, but critical chance suffers a -20% penalty. Extended range weapons (MEC primary weapons, Marksman and Strike Rifles, and LMGs) gain roughly five extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges, except with Marksman's and Strike Rifles.
Provides +3 Aim. No other bonuses. No other bonuses.


Stat Progression

Rank Health
/level
Health
total
Aim
/level
Aim
total
Will
/level*
Will
total*
Specialist 1 1 4 4 2(3) 2(-3)
Lance Corporal 0 1 3 7 2(3) 4(-6)
Corporal 1 2 4 11 2(3) 6(-9)
Sergeant 0 2 3 14 2(3) 8(-12)
Tech Sergeant 1 3 4 18 2(3) 10(-15)
Gunnery Sergeant 0 3 3 21 2(3) 12(-18)
Master Sergeant 1 4 4 25 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