Difference between revisions of "Guardian (Long War)"

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(b15)
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== Abilities ==
 
== Abilities ==
 
{{Class Tree (Long War)|
 
{{Class Tree (Long War)|
|Specialist1={{ Packmaster (Long War)|text=1}}
+
|Specialist1={{ Sentinel (Long War)|text=1}}
 
|SpecialistE1=''No other bonuses.''
 
|SpecialistE1=''No other bonuses.''
|LCorporal1={{ Covering Fire (Long War)|text=1}}
+
|LCorporal1={{ Field Medic (Long War)|text=1}}
 
|LCorporal2={{ Steadfast (Long War)|text=1}}
 
|LCorporal2={{ Steadfast (Long War)|text=1}}
|LCorporal3={{ Automated Threat Assessment (Long War)|text=1}}
+
|LCorporal3={{ Reactive Targeting Sensors (Long War)|text=1}}
|LCorporalE1='''Provides +3 Aim.'''
+
|LCorporalE1=''No other bonuses.''
|LCorporalE2='''Provides +5 Will.'''
+
|LCorporalE2='''+5 Will.'''
 
|LCorporalE3=''No other bonuses.''
 
|LCorporalE3=''No other bonuses.''
|Corporal1={{ Field Medic (Long War)|text=1}}
+
|Corporal1={{ Automated Threat Assessment (Long War)|text=1}}
 
|Corporal2={{ Platform Stability (Long War)|text=1}}
 
|Corporal2={{ Platform Stability (Long War)|text=1}}
|Corporal3={{ Body Shield (Long War)|text=1}}
+
|Corporal3={{ Covering Fire (Long War)|text=1}}
 
|CorporalE1=''No other bonuses.''
 
|CorporalE1=''No other bonuses.''
|CorporalE2='''Provides +3 Aim, +1 Mobility.'''
+
|CorporalE2=''No other bonuses.''
|CorporalE3='''Provides +2 Will, +1 Mobility.''''
+
|CorporalE3=''No other bonuses.''
|Sergeant1={{ Jetboot Module (Long War)|text=1}}
+
|Sergeant1={{ Packmaster (Long War)|text=1}}
|Sergeant2={{ Ranger (Long War)|text=1}}
+
|Sergeant2={{ Repair Servos (Long War)|text=1}}
 
|Sergeant3={{ Opportunist (Long War)|text=1}}
 
|Sergeant3={{ Opportunist (Long War)|text=1}}
|SergeantE1='''Provides +1 Mobility.'''
+
|SergeantE1=''No other bonuses.''
 
|SergeantE2=''No other bonuses.''
 
|SergeantE2=''No other bonuses.''
 
|SergeantE3=''No other bonuses.''
 
|SergeantE3=''No other bonuses.''
|TechSgt1={{ Repair Servos (Long War)|text=1}}
+
|TechSgt1={{ Savior (Long War)|text=1}}
 
|TechSgt2={{ Damage Control (Long War)|text=1}}
 
|TechSgt2={{ Damage Control (Long War)|text=1}}
|TechSgt3={{ Reactive Targeting Sensors (Long War)|text=1}}
+
|TechSgt3={{ Ranger (Long War)|text=1}}
 
|TechSgtE1=''No other bonuses.''
 
|TechSgtE1=''No other bonuses.''
 
|TechSgtE2=''No other bonuses.''
 
|TechSgtE2=''No other bonuses.''
|TechSgtE3=''No other bonuses.''
+
|TechSgtE3='''+2 Aim.'''
|GunSgt1={{ Resilience (Long War)|text=1}}
+
|GunSgt1={{ Lock N Load (Long War)|text=1}}
|GunSgt2={{ Sentinel (Long War)|text=1}}
+
|GunSgt2={{ Vital Point Targeting (Long War)|text=1}}
 
|GunSgt3={{ Absorption Fields (Long War)|text=1}}
 
|GunSgt3={{ Absorption Fields (Long War)|text=1}}
 
|GunSgtE1=''No other bonuses.''
 
|GunSgtE1=''No other bonuses.''
 
|GunSgtE2=''No other bonuses.''
 
|GunSgtE2=''No other bonuses.''
|GunSgtE3=''No other bonuses.''
+
|GunSgtE3='''-1 Mobility.'''
 
|MSgt1={{ Ready For Anything (Long War)|text=1}}
 
|MSgt1={{ Ready For Anything (Long War)|text=1}}
|MSgt2={{ Savior (Long War)|text=1}}
+
|MSgt2={{ Resilience (Long War)|text=1}}
 
|MSgt3={{ Double Tap (Long War)|text=1}}
 
|MSgt3={{ Double Tap (Long War)|text=1}}
|MSgtE1='''Provides +3 Aim.'''
+
|MSgtE1='''+2 Aim, +2 Will.'''
|MSgtE2='''Provides +4 Will.'''
+
|MSgtE2='''+2 Will.'''
 
|MSgtE3=''No other bonuses.''
 
|MSgtE3=''No other bonuses.''
 
}}
 
}}

Revision as of 05:06, 2 March 2015

This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.
Guardian
Long War Main Page

MEC variant of the Medic class. Guardians are classically specialised in Restorative Mist use, and can greatly increase both its charges and effectiveness. Guardians can also specialise in improving overwatch, and also have a decent selection of defensive perks.

Primary Weapon: MEC Primary Weapons
Secondary Weapon: MEC Secondary Weapon Systems
Class-Limited items: MEC Equipment items

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Sentinel
Sentinel
Allows two reaction shots during Overwatch, instead of only one.
No other bonuses.
RANK CORPORAL.png
Lance Corporal
Field Medic
Field Medic
For soldiers, grants one free use of a medikit per mission and allows additional medikit items to be used two times per battle instead of one. Also allows Restorative Mist items to be used three times per battle instead of once.
Steadfast
Steadfast
Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability.
Reactive Targeting Sensors
Reactive Targeting Sensors
Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.
No other bonuses. +5 Will. No other bonuses.
RANK SERGEANT.png
Corporal
Automated Threat Assessment
Automated Threat Assessment
Confers 0.5 DR (50% chance to absorb one point of damage) at all times, and confers +15 defense when in overwatch until the unit takes an overwatch shot.
Platform Stability
Platform Stability
Shots taken before any costly actions have +10 Aim and +10% critical chance. Also grants +10 aim for purposes of reducing scatter if the soldier has not moved this turn, and increases range of Blaster Launcher (which does not scatter).
Covering Fire
Covering Fire
Allows certain reaction shots to trigger on many enemy actions, not just movement (excludes reload, overwatch, and hunker down actions).
No other bonuses. No other bonuses. No other bonuses.
RANK LIEUTENANT.png
Sergeant
Packmaster
Packmaster
Limited-use small items (including those from perks) receive 1 additional use.
Repair Servos
Repair Servos
Repairs up to 50% of damage taken (max 2 per turn). Value on icon represents repairs remaining at 2 points per hp. Additional damage taken before repairs are complete reduces how much can be repaired from prior hits by 50%.
Opportunist
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
No other bonuses. No other bonuses. No other bonuses.
RANK CAPTAIN.png
Tech Sergeant
Savior
Savior
Provides 2 item-free medikit charges and +4 healing bonus to medikits. Restorative Mist units restore three more health per use.
Damage Control
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points (1.5 DR) for the next 2 turns.
Ranger
Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters.
No other bonuses. No other bonuses. +2 Aim.
RANK MAJOR.png
Gunnery Sergeant
Lock N' Load
Lock N' Load
Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn.
Vital Point Targeting
Vital Point Targeting
Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied.
Absorption Fields
Absorption Fields
Reduces most incoming damage to this unit, scaling up as damage increases. Specifically: reduces 40% of any damage taken after 2; after all other damage reduction has been applied.
No other bonuses. No other bonuses. -1 Mobility.
RANK COLONEL.png
Master Sergeant
Ready for Anything
Ready for Anything
If the unit fires without taking any other costly action, it automatically enters overwatch at the end of its turn.
Resilience
Resilience
Confers immunity to critical hits.
Double Tap
Double Tap
Allows a second action restricted to Standard Shot, Precision Shot, or Disabling Shot as long as the first action was a Standard Shot, Precision Shot, Disabling Shot, or Flush provided no costly actions were taken. 1 turn cooldown. (Note: Double Tap is cancelled in the following cases: (1) the first shot results in a kill, and no more enemies are visible to the unit, or (2) for gunners only, the first shot depletes the ammo.)
+2 Aim, +2 Will. +2 Will. No other bonuses.


Stat Progression

Rank Health
/level
Health
total
Aim
/level
Aim
total
Will
/level*
Will
total*
Specialist 1 1 3 3 2(3) 2(-3)
Lance Corporal 0 1 3 6 2(3) 4(-6)
Corporal 1 2 3 9 2(3) 6(-9)
Sergeant 0 2 3 12 2(3) 8(-12)
Tech Sergeant 1 3 3 15 2(3) 10(-15)
Gunnery Sergeant 0 3 3 18 2(3) 12(-18)
Master Sergeant 1 4 3 21 2(3) 14(-21)
  • Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.

See also

Lone Wolf (EU2012).jpg Long War: Soldiers 
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s