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 non-reaction shot taken at a target that was damaged, suppressed, or disoriented this turn deals +2/2/4/4/6 damage (based on active weapon tier) and will leave this unit with 1 AP, but prevents the use of non-mobility actions 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 +2 penetration. 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 20% weapon damage per ammo in a 5 tile radius. Costs 1 AP. 4 turn cooldown. |
Vital Point Targeting
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens. |
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Makes destructive grenades and launchers weightless. | ||||
Sergeant |
Awareness
Provides +20 defense. |
Shadowstep
This unit does not trigger reaction shots or Pursuit when walking (not dashing). After repositioning, grants +4 crit dmg until next turn. Grants +0.6 mobility. |
HEAT Warheads
Explosives contain explosively formed penetrators to deal with hard targets. They gain +4 penetration and, if they shred, apply 50% more shred. | ||||
Tech Sergeant |
Jetboot Module
When activated, grants +4.0 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 will not trigger reaction fire. If this unit has not moved this turn, shots gain a 20% chance to cost 0 AP. |
Killer Instinct
Critical hits deal 180% damage (instead of 150%). |
Sapper
Explosives deal +3 penetration and double environmental damage. | ||||
Master Sergeant |
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage. |
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.