Difference between revisions of "MEC-1 Warden (EU2012)"
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*Soldiers must undergo cybernetic augmentation to become MEC Troopers before they can wear a MEC in combat | *Soldiers must undergo cybernetic augmentation to become MEC Troopers before they can wear a MEC in combat | ||
*A MEC's combat profile is too large to make effective use of battlefield cover | *A MEC's combat profile is too large to make effective use of battlefield cover | ||
− | {{Ref Close | source = XCOM: Enemy | + | {{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}} |
− | + | '''Notes''' | |
− | |||
{{MEC Suit Data Box (EU2012) | {{MEC Suit Data Box (EU2012) | ||
|requires=[[Meld Recombination (EU2012)|Meld Recombination]] | |requires=[[Meld Recombination (EU2012)|Meld Recombination]] | ||
− | |costs=§25 | + | |costs=§25<br>40 [[Meld (EU2012)|Meld]] |
|health=+8 | |health=+8 | ||
|defense=+10 | |defense=+10 | ||
− | |movement= | + | |movement=0 |
|will=+10 | |will=+10 | ||
|systems=Kinetic Strike Module<br>Flamethrower | |systems=Kinetic Strike Module<br>Flamethrower | ||
Line 26: | Line 25: | ||
|- style="vertical-align:top;" | |- style="vertical-align:top;" | ||
|- | |- | ||
− | | align="center" | [[File:MEC KINETIC STRIKE MODULE.png|32px]]<br>'''Kinetic Strike Module''' || align="center" | ''A powerful arm upgrade for the MEC, allowing the wielder to pulverize adjacent cover and enemies. Also boosts mobility.'' || *''Powerful melee attack that can damage an enemy unit as well as any intervening cover''<br>*''Can knock most enemies back, causing additional environmental damage''<br>*''Supporting joint and skeletal reinforcements enhance the MEC's mobility, allowing it to close to melee range more easily'' | + | | align="center" | [[File:MEC KINETIC STRIKE MODULE.png|32px]]<br>'''Kinetic Strike Module''' || align="center" | ''A powerful arm upgrade for the MEC, allowing the wielder to pulverize adjacent cover and enemies. Also boosts mobility.'' || *''Powerful melee attack that can damage an enemy unit as well as any intervening cover''<br>*''Can knock most enemies back, causing additional environmental damage''<br>*''Supporting joint and skeletal reinforcements enhance the MEC's mobility, allowing it to close to melee range more easily''<br>*Unlimited use, deals 12 maximum damage<br>*Increases movement by +4 points (3 tiles) |
|- | |- | ||
− | | align="center" | [[File:MEC FLAMETHROWER.png|32px]]<br>'''Flamethrower''' || align="center" | ''Allows MEC to lay waste to a cone-shaped area. Flame can spill outside the aiming area.'' || *''Devastating cone-shaped flame attack''<br>*''Burns the area the MEC can see and that is within the aiming template''<br>*''Flame will then spill up to 1 tile further, if unimpeded''<br>*''Does not affect robots or other flame-immune units''<br>*''Affected units will run in panic'' | + | | align="center" | [[File:MEC FLAMETHROWER.png|32px]]<br>'''Flamethrower''' || align="center" | ''Allows MEC to lay waste to a cone-shaped area. Flame can spill outside the aiming area.'' || *''Devastating cone-shaped flame attack''<br>*''Burns the area the MEC can see and that is within the aiming template''<br>*''Flame will then spill up to 1 tile further, if unimpeded''<br>*''Does not affect robots or other flame-immune units''<br>*''Affected units will run in panic''<br>*Can be used twice per mission, 6 maximum damage to units in the cone |
|- | |- | ||
|} | |} | ||
<noinclude> | <noinclude> | ||
− | + | * The KSM has a maximum damage rating of 12 and the Flamethrower of 6. Both weapons damage can be increased by 50% through the [[Foundry (EU2012)#MEC Close Combat|MEC Close Combat]] and the [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]] Foundry projects, to 18 and 9 maximum damage, respectively. | |
* The Kinetic Strike Module can be freely aimed (but must be next to target). | * The Kinetic Strike Module can be freely aimed (but must be next to target). | ||
− | ** Custom kill animations against Mechtoids, Sectopods and Berserkers. | + | ** Custom kill animations against [[Mechtoid (EU2012)|Mechtoids]], [[Sectopod (EU2012)|Sectopods]] and [[Berserker (EU2012)|Berserkers]]. |
− | ** Notable | + | ** Notable kills: [[Cyberdisc (EU2012)|Cyberdiscs]] get knocked a few squares away, will explode where it lands. [[Ethereal (EU2012)|Ethereals]] won't explode. Thin Men release gas right away (but [[MEC Trooper (EU2012)|MEC Troopers]] are immune). Sectopod's explosion causes 5 HP damage to anything around it. |
− | * The Flamethrower | + | * If two enemies are stuck on same tile (bug), Kinetic Strike Module will only damage/kill one enemy. |
+ | * The Flamethrower does not work on mechanical or flying units. Flame takes time to damage cover. Red and yellow highlights on floor grid show area, affected units highlighted. | ||
+ | *Later soldier armors provide immunity to fire, so you won't have to worry about roasting your allies then. | ||
+ | |||
== See Also == | == See Also == | ||
{{Equipment (EU2012)}} | {{Equipment (EU2012)}} |
Latest revision as of 17:51, 6 February 2014
Description |
|
Source: XCOM: Enemy Within DLC
|
Notes
Research Required | Meld Recombination |
Base Costs | §25 40 Meld |
Health | +8 |
Defense | +10 |
Movement | 0 |
Will | +10 |
Systems | Kinetic Strike Module Flamethrower |
- The KSM has a maximum damage rating of 12 and the Flamethrower of 6. Both weapons damage can be increased by 50% through the MEC Close Combat and the Elerium Jelly Foundry projects, to 18 and 9 maximum damage, respectively.
- The Kinetic Strike Module can be freely aimed (but must be next to target).
- Custom kill animations against Mechtoids, Sectopods and Berserkers.
- Notable kills: Cyberdiscs get knocked a few squares away, will explode where it lands. Ethereals won't explode. Thin Men release gas right away (but MEC Troopers are immune). Sectopod's explosion causes 5 HP damage to anything around it.
- If two enemies are stuck on same tile (bug), Kinetic Strike Module will only damage/kill one enemy.
- The Flamethrower does not work on mechanical or flying units. Flame takes time to damage cover. Red and yellow highlights on floor grid show area, affected units highlighted.
- Later soldier armors provide immunity to fire, so you won't have to worry about roasting your allies then.