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MEC Hellion (TJ)

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MEC_Trooper
MEC_Trooper
---

Class Overview

A mix of human and machine, MEC Hellions specialize in use of the Incinerator to annihilate or impair groups of enemies, and can carry a lot of Canister charges.

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
Expanded Canister
* Grants 2 bonus uses to the ability the canister grants the soldier's Chemthrower. * The medical canister also grants 1 additional uses of Medispray.
Increase the number of times a canister's ability can be activated.
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.
Salt In The Wound
* All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. * Applies to all sources of damage caused by you. * If this unit inflicts Poison, Burning, Acid, or Bleeding on a target, then the tick damage of those effects will also be increased. * Damage bonus will not stack against targets suffering from multiple of these effects.
All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. This includes tick damage from those effects.
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.
Meltdown Maniac Hydra
Lance Corporal
Lance Corporal
Chemthrower Suppression
* Will guaranteed burn all targets in the cone immediately. * Suppression costs 2 ammo points to use, but has no cooldown. * The reaction does not require any additional ammo. * Suppression will be canceled if the suppressing unit is damaged. * Will damage multiple targets in a cone, if they're nearby when the primary target moves. * Bonus effects from chemthrowers are applied immediately. * The reaction shot has reduced penalties from enemy cover, making it a good choice to use against entrenched foes.
Pins down a target with continuous fire from the soldier's Chemthrower, granting reaction fire against it if it moves, and imposing a -25 penalty to the target's aim.
Template:Fine Control (TJ) Template:Acid Protocol (TJ)
Corporal
Corporal
Incandescence
* The effect lasts for 2 rounds. * Gives allies a +15% crit chance bonus.
Chemthrower attacks illuminate foes, making them easier for allies to crit.
Corroding Compounds
* Pierces 2 armour and also shreds 1 armour.
Chemthrower attacks pierce and shred a small amount of armour.
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.
Sergeant
Sergeant
Template:Advanced Fire Control (TJ)
Roving Chemist
* Gain a momentum action point after activating a Canister's special ability. * Can be used to move into a more opportune location, such as into the smoke from a Smoke Canister.
Gain a momentum action point after activating a Canister's special ability.
Template:Flame Protocol (TJ)
Staff Sergeant
Staff Sergeant
Nightmare Fuel
* Has a 25% chance to panic.
Chemthrower attacks have a chance to cause panic.
Fulmination
* Special Chemthrower blast deals explosive damage, regardless of what kind of chemthrower used. * Deals 100% of the chemthrower's base damage as Explosive damage. * Detonates explosives carried by enemies. * Detonates explosive enviromental objects, like cars and fuel tanks. * Fulmination uses 2 ammo. * Fulmination has a 4 turn cooldown.
Explosive Chemthrower blast that causes any other explosives in the vicinity to detonate.
Template:Rapid Dumping (TJ)
Tech Sergeant
Tech Sergeant
Template:Toxic Chems (TJ)
Burning Rush
* Immediately grants a bonus action point that can be used for movement. * Chemthrower basic attacks will not end the turn on the turn this is activated. * Has a 5 round cooldown. * Costs 1 Ammo. * Can only be activated if the soldier will still have enough ammo to fire after moving.
Activate to gain a movement AP, and basic Chemthrower attacks will not use up all AP this turn.
Cold Blooded
* Action will not be given if your standard shot inflicted the target's only status ailment. * Can activate once per turn. * Standard shot abilities also include Standard Sniper Shot, Light 'Em Up and Pistol Shot.
Once per turn, gain an additional action after taking a standard shot at an enemy suffering from bleeding, poison, burning, or acid burning.
Gunnery Sergeant
Gunnery 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:Chemical Fire (TJ)
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.
Master Sergeant
Master Sergeant
Valley of Death
* There is no limit to the amount of Valley Of Death shots a soldier can take outside of ammo counts. * Each Valley Of Death shot damages multiple targets in a cone, making it extremely effective against swarming enemies. * Valley of Death has a 6 turn cooldown.
Take a reaction shot against any enemy that moves or attacks within a cone of fire. Each attack can hit multiple targets.
Chemical Storm
* Unlock a special Chemthrower attack that affects a complete circle around the soldier's position. * Costs 3 Ammo. * Has a 6 round cooldown. * Has a range of 6.67 tiles.
Unlock a special Chemthrower attack that affects a complete circle around the soldier's position.
Napalm Protocol
* Napalm Protocol has 2 charges per mission. * Napalm Protocol will deal more damage as you upgrade your GREMLIN.
Send the GREMLIN to a location where it offloads a large volume of napalm, damaging and burning all nearby units.

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
Medispray
* Has 1 charge per mission and is turn ending. * Gains additional charges for each medikit carried and is also affected by Field Medic. * If the soldier also has 'Smells Like Team Spirit' gains 1 additional charge. * If the soldier also has 'Thermal Bulwark', that ability's effects apply to medispray targets with a 30% chance to deflect attacks, but only if the unit was actually healed.
Spray regenerative chemicals, healing targets in a cone. Gains additional charges for each medikit.
Fumigate
* Fumigate uses 1 ammo and is turn ending. * If the soldier also has 'Smells Like Team Spirit' Fumigate removes mental afflictions. * If the soldier also has 'Thermal Bulwark' the effects apply to Fumigate Targets with a 30% chance to deflect attacks.
Spray cleansing chemicals, removing environmental ailments from targets in a cone.
Shadowstrike
*Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
Rapid Reaction
*When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
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.
Oppressive Heat
Template:Oppressive Heat(TJ)/Info
Pressure Blast, Chemthrower Suppression and Overwatch disorient foes.
Resilience
*Enemy attacks against you suffer a -30 penalty to critical hit chances.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
Covering Fire
* If triggered by an enemy action, Covering Fire will trigger before the enemy action completes. * In addition, having the Covering Fire ability allows the owner to ignore 2/3 of cover bonuses with reaction fire.
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses.
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.
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.
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.
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.
Aim Assist
*Gain additional +15 aim and +15 crit against holotargeted units.
Gain additional +15 aim and +15 crit against holotargeted units.
Stiletto
*Shots fired with your primary weapon pierce 3 armor.
Shots fired with your primary weapon pierce 3 armor.
Salvo
*Soldiers with the Salvo ability are prime candidates for heavy armor.
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
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.
Lock 'N Load
*Kills with your primary weapon restore 1 ammo.
Kills with your primary weapon restore 1 ammo.
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.
Template:Desolate Homeland (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.
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.
Bulwark
*Bulwark adds one point of Armor. *Any squadmate standing adjacent to the SPARK will gain the high cover Defense bonus.
Gain a bonus point of Armor, and always provide high cover to all adjacent squadmates.
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.
Impulse
*Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.
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.
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.
Bull Rush
* Bull Rush also affects mechanical units.
Make a special melee attack against any enemy within movement range that deals little damage but stuns the target for 1 turn.
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.
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.
Template:Smells Like Team Spirit (TJ) Template:Charger (TJ)
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.
Pressure Blast
* Knocks back enemies up to 9 meters (6 tiles). * This attack is 20% more likely to result in a critical hit. * Deals 20% increased base damage. * Costs 2 Ammo. * Has a 3 round cooldown.
Expel a high pressure blast from the chemthrower that damages and knocks back everything in a cone.
Template:Quickburn (TJ)
Viscous Accelerant
* Chemthrower attacks apply a stacking debuff that increases damage from all 'damage over time' effects. * The effect lasts for 2 rounds. * The bonus damage is +1 per stack.
Chemthrower attacks apply a stacking debuff that increases damage from all damage over time effects.
Template:Thermal Bulwark (TJ)
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.
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.
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.
Template:Relocation Servos (TJ) Template:Lightning Strike (TJ)
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.
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.
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.
Grazing Fire
* Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze. * This effect occurs after normal hit-miss-graze processing. * Targets with a dodge score subtract that score from the ability's success chance.
Missed attacks have an additional roll to become a graze.
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.