Guardian (Long War)
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This page may be outdated. It is up-to-date for version b14. The latest version is 1.0. |
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 | |||
---|---|---|---|---|
Specialist |
Packmaster
Limited-use small items (including those from perks) receive 1 additional use. | |||
No other bonuses. | ||||
Lance Corporal |
Covering Fire
Allows certain reaction shots to trigger on many enemy actions, not just movement (excludes reload, overwatch, and hunker down actions). |
Steadfast
Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability. |
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. | |
Provides +3 Aim. | Provides +5 Will. | No other bonuses. | ||
Corporal |
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. |
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). |
Body Shield The nearest visible enemy suffers -20 aim and cannot critically hit this unit | |
No other bonuses. | Provides +3 Aim, +1 Mobility. | Provides +2 Will, +1 Mobility.' | ||
Sergeant |
Jetboot Module When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn. |
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. |
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits. | |
Provides +1 Mobility. | No other bonuses. | No other bonuses. | ||
Tech Sergeant |
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%. |
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. |
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. | No other bonuses. | No other bonuses. | ||
Gunnery Sergeant |
Resilience Confers immunity to critical hits. |
Sentinel
Allows two reaction shots during Overwatch, instead of only one. |
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. | No other bonuses. | ||
Master Sergeant |
Ready for Anything
If the unit fires without taking any other costly action, it automatically enters overwatch at the end of its turn. |
Savior
Provides 2 item-free medikit charges and +4 healing bonus to medikits. Restorative Mist units restore three more health per use. |
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.) | |
Provides +3 Aim. | Provides +4 Will. | No other bonuses. |
Stat Progression
- 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.