Difference between revisions of "Pathfinder (Long War)"
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|LCorporal2=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>''Confers +15 Defense during first attack in owerwatch, and a half point of damage reduction(meaning one point of damage in a successful attack has a 50% chance of being avoided) '' | |LCorporal2=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>''Confers +15 Defense during first attack in owerwatch, and a half point of damage reduction(meaning one point of damage in a successful attack has a 50% chance of being avoided) '' | ||
|LCorporal3=[[File:MEC_BODY_SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 aim and cannot critically hit this unit'' | |LCorporal3=[[File:MEC_BODY_SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 aim and cannot critically hit this unit'' | ||
− | |LCorporalE1='''' | + | |LCorporalE1=''Aim: 0 Will: Mob: 0'' |
− | |LCorporalE2='''' | + | |LCorporalE2=''Aim: 0 Will: 0 Mob: 0'' |
− | |LCorporalE3='''' | + | |LCorporalE3=''Aim: 0 Will: +2 Mob: 0'' |
|Corporal1=[[File:ASSAULT_FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.'' | |Corporal1=[[File:ASSAULT_FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.'' | ||
|Corporal2=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.'' | |Corporal2=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.'' | ||
|Corporal3=[[File:SNIPER_DGG.png|32px|center]]'''Damn Good Ground'''<br/>''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).'' | |Corporal3=[[File:SNIPER_DGG.png|32px|center]]'''Damn Good Ground'''<br/>''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).'' | ||
− | |CorporalE1='''' | + | |CorporalE1=''Aim: 0 Will: 0 Mob: +1'' |
− | |CorporalE2='''' | + | |CorporalE2=''Aim: 0 Will: 0 Mob: +1'' |
− | |CorporalE3='''' | + | |CorporalE3=''Aim: +2 Will: 0 Mob: +1'' |
|Sergeant1=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.'' | |Sergeant1=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.'' | ||
|Sergeant2=[[File:SNIPER_EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''+10% Aim against targets with less than 50% Health.'' | |Sergeant2=[[File:SNIPER_EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''+10% Aim against targets with less than 50% Health.'' | ||
|Sergeant3=[[File:Council_Medal_of_Honor_2_(EU2012).png|32px|center]]'''Lone Wolf'''<br/>''+10 Aim and Crit when no allies within 7 tiles.'' | |Sergeant3=[[File:Council_Medal_of_Honor_2_(EU2012).png|32px|center]]'''Lone Wolf'''<br/>''+10 Aim and Crit when no allies within 7 tiles.'' | ||
− | |SergeantE1='''' | + | |SergeantE1=''Aim: 0 Will: 0 Mob: 0'' |
− | |SergeantE2='''' | + | |SergeantE2=''Aim: +3 Will: 0 Mob: 0'' |
− | |SergeantE3='''' | + | |SergeantE3=''Aim: +2 Will: +2 Mob: 0'' |
|TechSgt1=[[File:HEAVY_SHREDDER.png|32px|center]]'''Shredder Ammo'''<br/>''Any unit hit takes additional damage from all sources for the next 4 turns. Rocketeers get a special purpose rocket while a Gunner's LMG gets loaded with shredder ammo. Shredder rockets are weaker than a standard rockets and cannot penetrate cover.'' | |TechSgt1=[[File:HEAVY_SHREDDER.png|32px|center]]'''Shredder Ammo'''<br/>''Any unit hit takes additional damage from all sources for the next 4 turns. Rocketeers get a special purpose rocket while a Gunner's LMG gets loaded with shredder ammo. Shredder rockets are weaker than a standard rockets and cannot penetrate cover.'' | ||
|TechSgt2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.'' | |TechSgt2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.'' | ||
|TechSgt3=[[File:HEAVY_RAPIDREACTION.png|32px|center]]'''Rapid Reaction'''<br/>''Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.'' | |TechSgt3=[[File:HEAVY_RAPIDREACTION.png|32px|center]]'''Rapid Reaction'''<br/>''Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.'' | ||
− | |TechSgtE1='''' | + | |TechSgtE1=''Aim: 0 Will: 0 Mob: 0'' |
− | |TechSgtE2='''' | + | |TechSgtE2=''Aim: 0 Will: 0 Mob: 0'' |
− | |TechSgtE3='''' | + | |TechSgtE3=''Aim: +2 Will: 0 Mob: +1'' |
|GunSgt1=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Additional 2 damage against any human target and any alien that has been autopsied.'' | |GunSgt1=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Additional 2 damage against any human target and any alien that has been autopsied.'' | ||
|GunSgt2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br/>''Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.'' | |GunSgt2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br/>''Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.'' | ||
|GunSgt3=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>'''' | |GunSgt3=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>'''' | ||
− | |GunSgtE1='''' | + | |GunSgtE1=''Aim: 0 Will: 0 Mob: 0'' |
− | |GunSgtE2='''' | + | |GunSgtE2=''Aim: 0 Will: 0 Mob: 0'' |
− | |GunSgtE3='''' | + | |GunSgtE3=''Aim: 0 Will: 0 Mob: 0'' |
|MSgt1=[[File:SNIPER_SQUADSIGHT.png|32px|center]]'''Squadsight'''<br/>''Allows firing at targets in any ally's sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.'' | |MSgt1=[[File:SNIPER_SQUADSIGHT.png|32px|center]]'''Squadsight'''<br/>''Allows firing at targets in any ally's sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.'' | ||
|MSgt2=[[File:SNIPER_ITZ.png|32px|center]]'''In the Zone'''<br/>''Killing a flanked or uncovered target with a primary weapon does not cost an action.'' | |MSgt2=[[File:SNIPER_ITZ.png|32px|center]]'''In the Zone'''<br/>''Killing a flanked or uncovered target with a primary weapon does not cost an action.'' |
Revision as of 22:16, 17 July 2014
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
Stat Progression
Rank | HP at level | Total HP | Aim at level | Total Aim |
---|---|---|---|---|
Specialist | 1 | 1 | 6 | 6 |
Lance Corporal | 0 | 1 | 3 | 9 |
Corporal | 1 | 2 | 4 | 13 |
Sergeant | 0 | 2 | 3 | 16 |
Tech Sergeant | 1 | 3 | 4 | 20 |
Gunnery Sergeant | 0 | 3 | 3 | 23 |
Master Sergeant | 1 | 4 | 6 | 29 |