Difference between revisions of "Pathfinder (Long War)"

From UFOpaedia
Jump to navigation Jump to search
(Templates added and updated for beta 14f, updated Stat Progression table)
Line 1: Line 1:
 
{{CheckOutdated (Long War)|b14}}
 
{{CheckOutdated (Long War)|b14}}
 
[[File: CLASS MECH.png|left|frame|64px|Pathfinder]]
 
[[File: CLASS MECH.png|left|frame|64px|Pathfinder]]
<div style="float:right">__TOC__</div>
+
<div style="float:right">{{Header (Long War)}}__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.
 
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.
 +
 +
:'''Primary Weapon:''' MEC Primary Weapons
 +
:'''Secondary Weapon:''' MEC Secondary Weapon Systems
 +
:'''Class-Limited items:''' MEC Equipment items
  
 
== Abilities ==
 
== Abilities ==

Revision as of 22:41, 26 November 2014

This page may be outdated.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

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.

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

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Jetboot Module
Jetboot Module
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
Provides +1 Mobility.
RANK CORPORAL.png
Lance Corporal
Body Shield
Body Shield
The nearest visible enemy suffers -20 aim and cannot critically hit this unit
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).
Provides +2 Aim. No other bonuses. No other bonuses.
RANK SERGEANT.png
Corporal
Damn Good Ground
Damn Good Ground
Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses.
Flush
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
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
Provides +2 Aim, +1 Mobility. Provides +1 Mobility. Provides +1 Mobility.
RANK LIEUTENANT.png
Sergeant
Lone Wolf
Lone Wolf
+10 Aim and Critical Chance if not within 7 tiles of an allied unit.
Executioner
Executioner
Confers +10 aim and +10 critical chance against targets at or below 50% health.
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.
'Provides +2 Aim, +2 Will. Provides +3 Aim. No other bonuses.
RANK CAPTAIN.png
Tech Sergeant
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.
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.
Shredder Ammo
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.
RANK MAJOR.png
Gunnery Sergeant
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.
Squad sight
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
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.
RANK COLONEL.png
Master Sergeant
In the Zone
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
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
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

Rank Health
/level
Health
total
Aim
/level
Aim
total
Will
/level*
Will
total*
Specialist 1 1 4 4 2(3) 2(-3)
Lance Corporal 0 1 4 8 2(3) 4(-6)
Corporal 1 2 4 12 2(3) 6(-9)
Sergeant 0 2 4 16 2(3) 8(-12)
Tech Sergeant 1 3 4 20 2(3) 10(-15)
Gunnery Sergeant 0 3 4 24 2(3) 12(-18)
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

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