MEC Sniper (TJ)
Appearance
Class Overview
Weapons
Abilities
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| Rank | Ability | |||||
Squaddie |
Holotarget your enemy to grant an aim bonus to all attacks on this target by you and your allies for the remainder of the turn. |
Kills with your primary weapon restore 1 ammo. | ||||
|---|---|---|---|---|---|---|
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
Template:MEC Trooper Immunites (TJ) | |||||
| - | - | - | ||||
Lance Corporal |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. |
Your rockets are more accurate. | |||
Corporal |
Grants a +20% increased chance to hit, but delays the shot until the target takes an action on their turn. Costs two actions and has a 3 turn cooldown. |
Permanently increases Vision by approximately 3 tiles. You can activate this ability to further increase your Vision by approximately 3 additional tiles. 3 turn cooldown. |
Fire a special rocket that does 2 damage but has a chance to stun or disorient organic enemies within its area of effect. | |||
Sergeant |
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. |
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. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. | |||
Staff Sergeant |
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Fire a special rocket which deals a small amount of damage but shuts down all robotic units for a turn. | |||
Tech Sergeant |
Fire a shot that deals critical damage and gives the target penalties to Aim, Defense, and Will. 5 turn cooldown. |
Template:Ballistic Calculator (TJ) | The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range. | |||
Gunnery Sergeant |
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Fire a special rocket that destroys buildings and other objects in the environment. | |||
Master Sergeant |
Increases damage against organic targets by 30%. |
Take a shot with a small aim penalty for a significant damage boost. |
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 |
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. |
Template:Advanced Fire Control (TJ) | Fire a shot at a target. If this attack is lethal, its AP cost will be refunded. |
As a free action, reload your weapon. Can be used every 3 turns. |
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy. |
You do one additional point of base damage when using guns. |
Your primary weapon attacks shred armor. | |
Confers +10 aim and +10 defense against targets at a lower elevation. |
After throwing or launching a grenade, you will automatically enter overwatch. |
Shots fired with your primary weapon pierce 3 armor. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Your rockets are a bit more accurate. |
Removes the cooldown for the Lead The Target ability. |
Your grazing attacks are automatically upgraded to normal hits. | |
Gain additional +15 aim and +15 crit against holotargeted units. |
Template:HEAT Warheads (TJ) | Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
| Template:Bulwark (TJ) | 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. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. | |
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:Sharpshooter Armature (TJ) | Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage. |
Template:Charger (TJ) |
Gain 20 Defense and 20 Crit chance while injured. |
Killing an enemy with your primary weapon reduces the cooldown of all abilities by 1. |
Confers +50% damage against robotic enemies. | |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Area Suppression suppresses enemies in a 5-tile radius. |
Fire your primary weapon just over the target's head, causing them to panic. This attack deals no damage. Uses 2 ammo. 1 use(s) per mission. |
Template:Tandem Warheads (TJ) | Template:Relocation Servos (TJ) | |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
Gain +2 bonus damage on attacks against targets that have full HP. |
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
Once per turn, take a reaction shot with your assault rifle at a visible enemy that has taken an offensive action. The reaction shot ignores cover bonuses. | |
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker. |
Equipped heavy weapons deal +2 damage and have increased area of effect. |
Once per turn, you get a free overwatch shot when your This One's Mine target moves or attacks. |
Take an action after dashing. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Your weapon attacks against mechanical units have +20 Aim and shred 1/2/2/3/3 armor. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |