Shogun (Long War)
MEC variant of the Engineer class.
- Primary Weapon: MEC Primary Weapons
- Secondary Weapon: MEC Secondary Weapon Systems
- Class-Limited items: MEC Equipment items
Abilities
Rank | Ability | |||
---|---|---|---|---|
Specialist |
Collateral Damage Area of effect attack that destroys most cover and hits all eligible targets for 1/3rd damage. Unlike most abilities, damage increasing items and perks also only apply 1/3rd damage (note: HEAT and flak cannot be reduced below +2 damage though). This attack cannot critically hit. Shredder ammo and holo-targeting are NOT applied. | |||
No other bonuses. | ||||
Lance Corporal |
Packmaster
Limited-use small items (including those from perks) receive 1 additional use. |
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. |
HEAT Ammo Your primary weapon, not including shotguns, does an additional 50% of its base weapon damage to robotic enemies after any damage reduction is assessed. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Corporal |
HEAT Warheads
Your rockets and grenades do an additional 50% damage to robotic enemies after damage reduction is assessed. |
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. |
Deadeye Confers +15 aim against flying targets. | |
No other bonuses. | +2 Will. | No other bonuses. | ||
Sergeant |
Mayhem
Confers +2 damage for suppression, SAWs, LMGs, explosive grenades, proximity mines and rocket launchers. Confers +4 damage for sniper and long rifles, marksman's, strike and reflex rifles using Standard Shot or Precision Shot. |
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%. |
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. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Tech Sergeant |
Sapper
Increases grenade and proximity mine damage by +1. Also triples damage to the environment. |
Shock-Absorbent Armor Damage received from enemies within 4 tiles is reduced by 33%. |
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. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Gunnery Sergeant |
Tandem Warheads
Explosives employed by this soldier do full damage to the maximum extent of their area of effect. |
Rapid Fire Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim. |
Light 'Em Up Standard shots no longer end the turn, if taken as the first action. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Master Sergeant |
Grenadier Allows 2 destructive grenades in a single inventory slot, and the soldier may throw grenades 20 percent further. |
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. |
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. | -1 Mobility | No other bonuses. |
Stat Progression
- Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).
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 Archer, the Shogun can also act as a highly effective antimech platform using HEAT Warheads and HEAT Ammo to put the hurt on Mechtoids, Cyberdiscs, and other mechanical foes. Packmaster and Grenadier also increase the number of grenade uses, allowing for sustained bombardment throughout longer missions.
Unlike the Archer, 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 HEAT Ammo via Alien Research; 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.
Remember to pick up the Alien Grenades Foundry project to increase the firepower of any MEC Grenade Launchers employed by the Shogun.
Sample Builds
Anti-Mech Utili-Tank
Explosives Specialist