쇼군 (롱 워 리밸런스)
The Shogun is the MEC variant of the Engineer and Medic classes.
- Primary Weapon: MEC Primary Weapons
- Secondary Weapon: MEC Secondary Weapon Systems
- Class-Limited items: MEC Equipment items
Abilities
Rank | Ability | ||||||
---|---|---|---|---|---|---|---|
![]() Specialist |
Hit and Run
The first shot taken at a target that was damaged, suppressed, or disoriented this turn will leave this unit with 1 AP, but prevents the use of weapons or equipment until this unit reaches 0 AP. Grants 0.6 mobility. | ||||||
![]() Lance Corporal |
Critical System Targeting
Shots against autopsied mechanical units deal +50% damage and gain +50 crit. Does not work with the Arc Rifle or Arc Pistol. |
First Aid
Grants 2 medikits. |
Penetrator
The primary weapon gains +2 penetration. | ||||
![]() Corporal |
Collateral Damage
Use a full ammo clip to destroy some cover and deal 15% weapon damage per ammo in a 5 tile radius. Costs 1 AP. 3 turn cooldown. Grants Lock N' Load. |
Vital Point Targeting
Shots against humans and autopsied biological aliens deal 30% more damage when they are steadied or against targets not protected by cover. |
Grenadier
Using a destructive grenade or MiNE costs only 1 AP. Equipped destructive grenades and MiNEs receive an additional use. | ||||
![]() Sergeant |
Awareness
Provides +30 defense. Steadied weapons do not become unsteadied after taking damage. |
Shadowstep
This unit does not trigger reaction shots when walking (not dashing). Grants +0.6 mobility. After repositioning, grants +30 crit until next turn. |
HEAT Warheads
Explosives gain +4 penetration and double the chance to disorient a target through Concussive Blast. | ||||
![]() Tech Sergeant |
Jetboot Module
When activated, grants +3.3 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting). | ||||||
![]() Gunnery Sergeant |
Snapshot
Shooting or Overwatching will not trigger reaction fire. For XCOM only: Grants a 20% chance for shots to cost 0 AP. |
Killer Instinct
Critical hits from shots or explosives deal 175% damage. |
Sapper
Explosives deal +1 damage and double environmental damage. Grants +20% throw range. | ||||
![]() Master Sergeant |
Extra Conditioning
Grants +2 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Fragmentation
Explosives can critically hit (dealing 150% damage). Grants +50 explosive crit. [Hitting an exposed target grants an additional +50 explosive crit] |
Stat Progression
Tactical Advice
Intended Role: Mid-range Offensive/Defensive Support
Fitting its name, the Shogun ("Warlord") is - like the Engineer - a specialist in battlefield control, destroying enemy cover using Collateral Damage and Sapper. Whilst it doesn't have the raw range of the Jaeger, the Shogun can also act as a highly effective antimech platform using HEAT Warheads and Critical System Targeting to put the hurt on Mechtoids, Cyberdiscs, and other mechanical foes. Grenadier increases the number of grenade uses, allowing for sustained bombardment throughout longer missions. Like the Medic, the Shogun can provide healing throughout a mission using Restorative Mist with First Aid.
Unlike the Jaeger, the Shogun is a little more durable when it comes to defenses - but care should also be taken to protect it from enemy units that may also gain anti-mech abilities; unfortunately, most of these enemies are also the kind that the Shogun excels in destroying. Consider using a more 'vulnerable' and expendable SHIV to act as a close-range decoy.