Difference between revisions of "Shogun (Long War)"

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(Templates added and updated for beta 14f, updated Stat Progression table)
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{{CheckOutdated (Long War)|b13}}
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{{CheckOutdated (Long War)|b14}}
MEC variant of the [[Engineer (Long War)|Engineer]] class.
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[[File: CLASS MECH.png|left|frame|64px|Shogun]]
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<div style="float:right">__TOC__</div>
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MEC variant of the '''Engineer''' class.
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 +
 
  
 
== Abilities ==
 
== Abilities ==
 
{{Class Tree (Long War)|
 
{{Class Tree (Long War)|
|Specialist1=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br/>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.'' '''
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|Specialist1={{ Collateral Damage (Long War)|text=1}}
|SpecialistE1=''''
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|SpecialistE1=''No other bonuses.''
|LCorporal1=[[File:MEC JET BOOT MODULE.png|32px|center]]'''Jetboot Module'''<br/>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.''
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|LCorporal1={{ Body Shield (Long War)|text=1}}
|LCorporal2=[[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>''Confers +15 Defense for the first attack in Overwatch, and 0.5 damage reduction''
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|LCorporal2={{ Automated Threat Assessment (Long War)|text=1}}
|LCorporal3=[[File:MEC BODY SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.''
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|LCorporal3={{ Jetboot Module (Long War)|text=1}}
|LCorporalE1=''Aim: 0 Will: 0 Mob: 1''
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|LCorporalE1='''Provides +1 Mobility.'''
|LCorporalE2=''Aim: 0 Will: 0 Mob: 0''
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|LCorporalE2=''No other bonuses.''
|LCorporalE3=''Aim: 0 Will: 2 Mob: 0''
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|LCorporalE3='''Provides +2 Will.'''
|Corporal1=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Warheads'''<br/>''Rockets and grenades do additional damage to robotic enemies.''
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|Corporal1={{ HEAT Warheads (Long War)|text=1}}
|Corporal2=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''
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|Corporal2={{ Advanced Fire Control (Long War)|text=1}}
|Corporal3=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''
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|Corporal3={{ Shock Absorbent Armor (Long War)|text=1}}
|CorporalE1=''Aim: 0 Will: 0 Mob: 0''
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|CorporalE1=''No other bonuses.''
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''
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|CorporalE2=''No other bonuses.''
|CorporalE3=''Aim: 0 Will: 0 Mob: 0''
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|CorporalE3=''No other bonuses.''
|Sergeant1=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Ammo'''<br/>''Your primary weapon does extra damage to robotic enemies.''
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|Sergeant1={{ HEAT Ammo (Long War)|text=1}}
|Sergeant2=[[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''
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|Sergeant2={{ Repair Servos (Long War)|text=1}}
|Sergeant3=[[File:ALIEN CLUSTERBOMB.png|32px|center]]'''Sapper'''<br/> ''Your grenades do additional damage to enemies, and all your weapons do additional damage to the enviroment.''
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|Sergeant3={{ Sapper (Long War)|text=1}}
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''
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|SergeantE1=''No other bonuses.''
|SergeantE2=''Aim: 0 Will: 3 Mob: 0''
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|SergeantE2='''Provides +3 Will.'''
|SergeantE3=''Aim: 0 Will: 0 Mob: 0''
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|SergeantE3=''No other bonuses.''
|TechSgt1=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.''
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|TechSgt1={{ Damage Control (Long War)|text=1}}
|TechSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''All limited-use items in your inventory receive one extra use.''
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|TechSgt2={{ Packmaster (Long War)|text=1}}
|TechSgt3=[[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.''
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|TechSgt3={{ Ranger (Long War)|text=1}}
|TechSgtE1=''Aim: 0 Will: 0 Mob: 0''
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|TechSgtE1='''Provides +2 Will.'''
|TechSgtE2=''Aim: 0 Will: 0 Mob: 0''
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|TechSgtE2=''No other bonuses.''
|TechSgtE3=''Aim: 0 Will: 2 Mob: 0''
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|TechSgtE3=''No other bonuses.''
|GunSgt1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''
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|GunSgt1={{ Grenadier (Long War)|text=1}}
|GunSgt2=[[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.''
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|GunSgt2={{ Vital Point Targeting (Long War)|text=1}}
|GunSgt3=[[File:HEAVY GRENADIER.png|32px|center]]'''Grenadier''' <br/> ''Allows two uses of damaging grenade items, and increases grenade throw range by 20%.''
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|GunSgt3={{ Light Em Up (Long War)|text=1}}
|GunSgtE1=''Aim: 0 Will: 0 Mob: 0''
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|GunSgtE1=''No other bonuses.''
|GunSgtE2=''Aim: 3 Will: 0 Mob: 0''
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|GunSgtE2='''Provides +3 Aim.'''
|GunSgtE3=''Aim: 0 Will: 0 Mob: 0''
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|GunSgtE3=''No other bonuses.''
|MSgt1=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>Reduces most incoming damage to this unit, scaling up as the damage increases.''
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|MSgt1={{ Mayhem (Long War)|text=1}}
|MSgt2=[[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.''
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|MSgt2={{ Reactive Targeting Sensors (Long War)|text=1}}
|MSgt3=[[File:HEAVY MAYHEM.png|32px|center]]'''Mayhem'''<br/>''Confers additional damage based on weapons tech level to LMGs, sniper rifles, marksman's, strike and reflex rifles, rockets, suppression, grenade launchers, and Proximity Mines.''
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|MSgt3={{ Absorption Fields (Long War)|text=1}}
|MSgtE1=''Aim: 0 Will: 0 Mob: 0''
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|MSgtE1=''No other bonuses.''
|MSgtE2=''Aim: 2 Will: 2 Mob: 0''
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|MSgtE2='''Provides +2 Aim, +2 Will.'''
|MSgtE3=''Aim: 0 Will: 0 Mob: 0''
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|MSgtE3=''No other bonuses.''
 
}}
 
}}
 
== Tactical Advice ==
 
 
Collateral damage works with heat ammo and does solid damage vs robots (7 damage past Railgun tech). Keep this in mind if you want to clear a clustered group of drones or seekers (with less than 7 HP). Heat ammo bonus damage currently bypasses all damage resistance mechanics and is just added as percent of base weapon damage. Careful because it cuts both ways (some aliens can get Heat ammo too).
 
  
 
== Stat Progression ==
 
== Stat Progression ==
  
 
{| class="wikitable"
 
{| class="wikitable"
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim
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!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 || 3 || 3
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|Specialist|| 1 || 1 || 3 || 3 || 2(3)|| 2(-3)
 
|-
 
|-
|Lance Corporal|| 0 || 1 || 3 || 6
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|Lance Corporal|| 0 || 1 || 3 || 6 || 2(3)|| 4(-6)
 
|-
 
|-
|Corporal|| 1 || 2 || 2 || 8
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|Corporal|| 1 || 2 || 3 || 9 || 2(3)|| 6(-9)
 
|-
 
|-
|Sergeant|| 1 || 3 || 3 || 11
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|Sergeant|| 1 || 3 || 3 || 12 || 2(3)|| 8(-12)
 
|-
 
|-
|Tech Sergeant|| 1 || 4 || 2 || 13
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|Tech Sergeant|| 1 || 4 || 3 || 15 || 2(3)|| 10(-15)
 
|-
 
|-
|Gunnery Sergeant|| 0 || 4 || 3 || 16
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|Gunnery Sergeant|| 0 || 4 || 3 || 18 || 2(3)|| 12(-18)
 
|-
 
|-
|Master Sergeant|| 1 || 5 || 3 || 19
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|Master Sergeant|| 1 || 5 || 3 || 21 || 2(3)|| 14(-21)
 
|}
 
|}
  
''+1 HP, +5 Aim compared to [[Engineer (Long War)#Stat Progression|Engineer]].''
+
* 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.
 +
''+1 HP, +7 Aim, -11 Will compared to [[Engineer (Long War)#Stat Progression|Engineer]].''
 +
 
 +
== Tactical Advice ==
 +
 
 +
Collateral damage works with heat ammo and does solid damage vs robots (7 damage past Railgun tech). Keep this in mind if you want to clear a clustered group of drones or seekers (with less than 7 HP). Heat ammo bonus damage currently bypasses all damage resistance mechanics and is just added as percent of base weapon damage. Careful because it cuts both ways (some aliens can get Heat ammo too).
 +
 
 
==See also==
 
==See also==
 
{{Soldiers (Long War) Navbar}}
 
{{Soldiers (Long War) Navbar}}

Revision as of 16:47, 22 November 2014

This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.
Shogun

MEC variant of the Engineer class.


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Collateral Damage
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.
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.
Jetboot Module
Jetboot Module
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
Provides +1 Mobility. No other bonuses. Provides +2 Will.
RANK SERGEANT.png
Corporal
HEAT Warheads
HEAT Warheads
Your rockets and grenades do an additional 50% damage to robotic enemies after damage reduction is assessed.
Advanced Fire Control
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
Shock-Absorbent Armor
Shock-Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
No other bonuses. No other bonuses. No other bonuses.
RANK LIEUTENANT.png
Sergeant
HEAT Ammo
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.
Repair Servos
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%.
Sapper
Sapper
Increases grenade and proximity mine damage by +1. Also triples damage to the environment.
No other bonuses. Provides +3 Will. No other bonuses.
RANK CAPTAIN.png
Tech Sergeant
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.
Packmaster
Packmaster
Limited-use small items (including those from perks) receive 1 additional use.
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.
Provides +2 Will. No other bonuses. No other bonuses.
RANK MAJOR.png
Gunnery Sergeant
Grenadier
Grenadier
Allows 2 destructive grenades in a single inventory slot, and the soldier may throw grenades 20 percent further.
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.
Light 'Em Up
Light 'Em Up
Standard shots no longer end the turn, if taken as the first action.
No other bonuses. Provides +3 Aim. No other bonuses.
RANK COLONEL.png
Master Sergeant
Mayhem
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.
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.
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.
No other bonuses. Provides +2 Aim, +2 Will. No other bonuses.


Stat Progression

Rank Health
/level
Health
total
Aim
/level
Aim
total
Will
/level*
Will
total*
Specialist 1 1 3 3 2(3) 2(-3)
Lance Corporal 0 1 3 6 2(3) 4(-6)
Corporal 1 2 3 9 2(3) 6(-9)
Sergeant 1 3 3 12 2(3) 8(-12)
Tech Sergeant 1 4 3 15 2(3) 10(-15)
Gunnery Sergeant 0 4 3 18 2(3) 12(-18)
Master Sergeant 1 5 3 21 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.

+1 HP, +7 Aim, -11 Will compared to Engineer.

Tactical Advice

Collateral damage works with heat ammo and does solid damage vs robots (7 damage past Railgun tech). Keep this in mind if you want to clear a clustered group of drones or seekers (with less than 7 HP). Heat ammo bonus damage currently bypasses all damage resistance mechanics and is just added as percent of base weapon damage. Careful because it cuts both ways (some aliens can get Heat ammo too).

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