Shogun (LWR)

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  Shogun

The Shogun is the MEC variant of the Engineer and Medic classes.

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


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Bull Rush
Bullseye
Grants +25 aim and crit if shooting at 2AP or against a target on overwatch (double if both).
RANK CORPORAL.png
Lance Corporal
Collateral Damage
Collateral Damage
Use a full ammo clip to destroy some cover and deal 15% weapon damage per ammo in a 5 tile radius. Costs 1 AP. 3 turn cooldown. Grants Lock N' Load.
Hit and Run
Hit and Run
The first non-reaction shot taken at a target that was damaged, suppressed, or disoriented this turn deals +2/2/4/4/6 crit damage (based on active weapon tier) and will leave this unit with 1 AP, but prevents the use of non-mobility actions until this unit reaches 0 AP. Grants +0.6 mobility.
Grenadier
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Grants 1.3 mobility.
RANK SERGEANT.png
Corporal
Absorption Fields
Absorption Fields
Advanced shielding grants +30% DR. Shots from beam weapons (laser/pulse/drone/cyberdisc) lose half of their penetration when targeting this unit.
Critical System Targeting
Critical System Targeting
Shots against autopsied mechanical units deal +50% damage and gain +2 penetration. Does not work with the Arc Rifle or Arc Pistol.
HEAT Warheads
HEAT Warheads
Explosives gain +6 penetration and double the application of any shred.
RANK LIEUTENANT.png
Sergeant
Fortified
Fortified
Grants immunity to critical hits. Injury and fatigue times are reduced by 30%.
Steadfast
Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%.
Jetboot Module
Jetboot Module
When activated, grants +4.0 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 3 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting).
Fragmentation
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage.
RANK CAPTAIN.png
Tech Sergeant
Packmaster
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. Grants +1 HP to healing from Restorative Mists.
RANK MAJOR.png
Gunnery Sergeant
Snap Shot
Snapshot
Shooting will not trigger reaction fire. If this unit has not moved this turn, shots gain a 20% chance to cost 0 AP.
Regen Biofield
Grit
Grants +3 armor HP and %DR equal to half of the %HP lost.
Sapper
Sapper
Explosives deal +1 damage and double environmental damage. Grants +30% throw range.
RANK COLONEL.png
Master Sergeant
Extra Conditioning
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP.
Impact
Grants +1 damage and penetration to all shots. Hitting a target with a non-reaction shot clears their overwatch and disables their Reactive Targeting Sensors.


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +0-1 (58%) +5-15 - -
RANK CORPORAL.png   Lance Corporal +0-1 (57%) +1-3 - -
RANK SERGEANT.png   Corporal +0-1 (57%) +1-3 - -
RANK LIEUTENANT.png   Sergeant +0-1 (57%) +1-3 - -
RANK CAPTAIN.png   Tech Sergeant +0-1 (57%) +1-3 - -
RANK MAJOR.png   Gunnery Sergeant +0-1 (57%) +1-3 - -
RANK COLONEL.png   Master Sergeant +0-1 (57%) - - -
Total Health
+0-7
Aim
+10-30
Mobility
-
Will
-

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist +2 +10 - -
RANK CORPORAL.png   Lance Corporal +1 +2 - -
RANK SERGEANT.png   Corporal +1 +2 - -
RANK LIEUTENANT.png   Sergeant - +2 - -
RANK CAPTAIN.png   Tech Sergeant - +2 - -
RANK MAJOR.png   Gunnery Sergeant - +2 - -
RANK COLONEL.png   Master Sergeant - - - -
Total Health
+4
Aim
+20
Mobility
-
Will
-

Tactical Advice

Intended Role: Mid-range Offensive/Defensive Support

Fitting its name, the Shogun ("Warlord") is - like the Engineer - a specialist in battlefield control, destroying enemy cover using Collateral Damage and Sapper. Whilst it doesn't have the raw range of the Jaeger, the Shogun can also act as a highly effective antimech platform using HEAT Warheads and Critical System Targeting to put the hurt on Mechtoids, Cyberdiscs, and other mechanical foes. Grenadier increases the number of grenade uses, allowing for sustained bombardment throughout longer missions. Like the Medic, the Shogun can provide healing throughout a mission using Restorative Mist with First Aid.

Unlike the Jaeger, the Shogun is a little more durable when it comes to defenses - but care should also be taken to protect it from enemy units that may also gain anti-mech abilities; unfortunately, most of these enemies are also the kind that the Shogun excels in destroying. Consider using a more 'vulnerable' and expendable SHIV to act as a close-range decoy.

Sample Builds

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: 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 Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
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