Difference between revisions of "Pathfinder (Long War)"
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(Templates added and updated for beta 14f, updated Stat Progression table) |
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− | {{CheckOutdated (Long War)| | + | {{CheckOutdated (Long War)|b14}} |
− | MEC variant of the Scout class. Mirroring the Scouts they're recruited from, Pathfinders are mobile and very flexible in combat. Their aim progression is surpassed only by Jaegers and Snipers and their HP progression is average. Pathfinders have a range of offensive and defensive perks, allowing them to be customized for a number of combat roles. | + | [[File: CLASS MECH.png|left|frame|64px|Pathfinder]] |
+ | <div style="float:right">__TOC__</div> | ||
+ | |||
+ | MEC variant of the '''Scout''' class. Mirroring the Scouts they're recruited from, Pathfinders are mobile and very flexible in combat. Their aim progression is surpassed only by Jaegers and Snipers and their HP progression is average. Pathfinders have a range of offensive and defensive perks, allowing them to be customized for a number of combat roles. | ||
== Abilities == | == Abilities == | ||
{{Class Tree (Long War)| | {{Class Tree (Long War)| | ||
− | |Specialist1= | + | |Specialist1={{ Jetboot Module (Long War)|text=1}} |
− | |SpecialistE1='''' | + | |SpecialistE1='''Provides +1 Mobility.''' |
− | |LCorporal1= | + | |LCorporal1={{ Body Shield (Long War)|text=1}} |
− | |LCorporal2= | + | |LCorporal2={{ Automated Threat Assessment (Long War)|text=1}} |
− | |LCorporal3= | + | |LCorporal3={{ Platform Stability (Long War)|text=1}} |
− | |LCorporalE1=''Aim | + | |LCorporalE1='''Provides +2 Aim.''' |
− | |LCorporalE2='' | + | |LCorporalE2=''No other bonuses.'' |
− | |LCorporalE3='' | + | |LCorporalE3=''No other bonuses.'' |
− | |Corporal1= | + | |Corporal1={{ Damn Good Ground (Long War)|text=1}} |
− | |Corporal2= | + | |Corporal2={{ Flush (Long War)|text=1}} |
− | | | + | |Corporal3={{ Advanced Fire Control (Long War)|text=1}} |
− | + | |CorporalE1='''Provides +2 Aim, +1 Mobility.''' | |
− | |CorporalE2='' | + | |CorporalE2='''Provides +1 Mobility.''' |
− | |CorporalE3='' | + | |CorporalE3='''Provides +1 Mobility.''' |
− | |Sergeant1= | + | |Sergeant1={{ Lone Wolf (Long War)|text=1}} |
− | |Sergeant2= | + | |Sergeant2={{ Executioner (Long War)|text=1}} |
− | |Sergeant3= | + | |Sergeant3={{ Damage Control (Long War)|text=1}} |
− | | | + | |SergeantE1='''Provides +2 Aim, +2 Will.'' |
− | + | |SergeantE2='''Provides +3 Aim.''' | |
− | |SergeantE3='' | + | |SergeantE3=''No other bonuses.'' |
− | |TechSgt1= | + | |TechSgt1={{ Reactive Targeting Sensors (Long War)|text=1}} |
− | |TechSgt2= | + | |TechSgt2={{ Ranger (Long War)|text=1}} |
− | |TechSgt3= | + | |TechSgt3={{ Shredder Ammo (Long War)|text=1}} |
− | |TechSgtE1='' | + | |TechSgtE1=''No other bonuses.'' |
− | |TechSgtE2='' | + | |TechSgtE2=''No other bonuses.'' |
− | |TechSgtE3='' | + | |TechSgtE3=''No other bonuses.'' |
− | |GunSgt1= | + | |GunSgt1={{ Absorption Fields (Long War)|text=1}} |
− | |GunSgt2= | + | |GunSgt2={{ Squadsight (Long War)|text=1}} |
− | |GunSgt3= | + | |GunSgt3={{ Vital Point Targeting (Long War)|text=1}} |
− | |GunSgtE1='' | + | |GunSgtE1=''No other bonuses.'' |
− | |GunSgtE2='' | + | |GunSgtE2=''No other bonuses.'' |
− | |GunSgtE3='' | + | |GunSgtE3=''No other bonuses.'' |
− | |MSgt1= | + | |MSgt1={{ In The Zone (Long War)|text=1}} |
− | |MSgt2= | + | |MSgt2={{ Hit And Run (Long War)|text=1}} |
− | |MSgt3= | + | |MSgt3={{ Lightning Reflexes (Long War)|text=1}} |
− | |MSgtE1='''' | + | |MSgtE1=''No other bonuses.'' |
− | |MSgtE2='''' | + | |MSgtE2=''No other bonuses.'' |
− | |MSgtE3='''' | + | |MSgtE3='''Provides +1 Mobility.''' |
}} | }} | ||
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{| class="wikitable" | {| class="wikitable" | ||
− | !Rank!! | + | !Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total* |
|- | |- | ||
− | |Specialist|| 1 || 1 || | + | |Specialist|| 1 || 1 || 4 || 4 || 2(3)|| 2(-3) |
|- | |- | ||
− | |Lance Corporal|| 0 || 1 || 3 || | + | |Lance Corporal|| 0 || 1 || 4 || 8 || 2(3)|| 4(-6) |
|- | |- | ||
− | |Corporal|| 1 || 2 || 4 || | + | |Corporal|| 1 || 2 || 4 || 12 || 2(3)|| 6(-9) |
|- | |- | ||
− | |Sergeant|| 0 || 2 || 3 || | + | |Sergeant|| 0 || 2 || 4 || 16 || 2(3)|| 8(-12) |
|- | |- | ||
− | |Tech Sergeant|| 1 || 3 || 4 || 20 | + | |Tech Sergeant|| 1 || 3 || 4 || 20 || 2(3)|| 10(-15) |
|- | |- | ||
− | |Gunnery Sergeant|| 0 || 3 || 3 || | + | |Gunnery Sergeant|| 0 || 3 || 4 || 24 || 2(3)|| 12(-18) |
|- | |- | ||
− | |Master Sergeant|| 1 || 4 || | + | |Master Sergeant|| 1 || 4 || 4 || 28 || 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== | ==See also== | ||
{{Soldiers (Long War) Navbar}} | {{Soldiers (Long War) Navbar}} |
Revision as of 16:13, 22 November 2014
This page may be outdated. It is up-to-date for version b14. The latest version is 1.0. |
MEC variant of the Scout class. Mirroring the Scouts they're recruited from, Pathfinders are mobile and very flexible in combat. Their aim progression is surpassed only by Jaegers and Snipers and their HP progression is average. Pathfinders have a range of offensive and defensive perks, allowing them to be customized for a number of combat roles.
Abilities
Rank | Ability | |||
---|---|---|---|---|
Specialist |
Jetboot Module When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn. | |||
Provides +1 Mobility. | ||||
Lance Corporal |
Body Shield The nearest visible enemy suffers -20 aim and cannot critically hit this unit |
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 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). | |
Provides +2 Aim. | No other bonuses. | No other bonuses. | ||
Corporal |
Damn Good Ground Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses. |
Flush Fire a shot that may cause non-flying enemies to run to new cover. The shot is easy to hit with (+30 aim), but does reduced damage (-50% base weapon damage), and consumes extra ammo (2 ammo). Hunkered units will not relocate. |
Advanced Fire Control Shots from Overwatch no longer suffer any Aim penalty. | |
Provides +2 Aim, +1 Mobility. | Provides +1 Mobility. | Provides +1 Mobility. | ||
Sergeant |
Lone Wolf +10 Aim and Critical Chance if not within 7 tiles of an allied unit. |
Executioner Confers +10 aim and +10 critical chance against targets at or below 50% health. |
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. | |
'Provides +2 Aim, +2 Will. | Provides +3 Aim. | No other bonuses. | ||
Tech Sergeant |
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. |
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. |
Shredder Ammo The Shredder debuff causes any unit hit to take 40% additional damage (after DR, rounded down) from all sources. Gunners and MECs apply the Shredder debuff for the remainder of the current turn to any target struck by their primary weapon. Rocketeers get an extra rocket that is weaker than a standard rocket (60% rounded down), cannot penetrate cover, has a +50% larger blast radius, and applies the Shredder debuff to all targets struck by the rocket for the next 3 turns. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Gunnery Sergeant |
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. |
Squadsight
Allows firing at targets in any ally's sight radius within weapon range, but critical chance suffers a -20% penalty. Extended range weapons (MEC primary weapons, Marksman and Strike Rifles, and LMGs) gain roughly five extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges, except with Marksman's and Strike Rifles. |
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. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Master Sergeant |
In the Zone Killing a flanked or uncovered target does not cost an action. Confers a -1 base damage and -10% critical hit chance penalty for each successive In The Zone kill. |
Hit and Run Your first standard shot of each turn against an uncovered or flanked target does not cost an action. Does not work against flying units, and cannot be used if Run N' Gun activated. |
Lightning Reflexes The hit chance of reaction fire against this unit is reduced by 90 percent for the first shot, and by 70 percent for additional shots. | |
No other bonuses. | No other bonuses. | Provides +1 Mobility. |
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.