MEC variant of the Engineer class.
Abilities
Rank
|
Ability
|
Specialist
|
Collateral Damage Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.
|
'
|
Lance Corporal
|
Jetboot Module When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
|
Automated Threat Assessment Confers +15 Defense for the first attack in Overwatch, and 0.5 damage reduction
|
Body Shield The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.
|
Aim: 0 Will: 0 Mob: 1
|
Aim: 0 Will: 0 Mob: 0
|
Aim: 0 Will: 2 Mob: 0
|
Corporal
|
HEAT Warheads Rockets and grenades do additional damage to robotic enemies.
|
Advanced Fire Control Shots from Overwatch no longer suffer any Aim penalty.
|
Shock-Absorbent armor Damage received from enemies within 4 tiles is reduced by 33%.
|
Aim: 0 Will: 0 Mob: 0
|
Aim: 0 Will: 0 Mob: 0
|
Aim: 0 Will: 0 Mob: 0
|
Sergeant
|
HEAT Ammo Your primary weapon does extra damage to robotic enemies.
|
Repair Servos Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.
|
Sapper Your grenades do additional damage to enemies, and all your weapons do additional damage to the enviroment.
|
Aim: 0 Will: 0 Mob: 0
|
Aim: 0 Will: 3 Mob: 0
|
Aim: 0 Will: 0 Mob: 0
|
Tech Sergeant
|
Ranger +1 damage with primary weapon.
|
Packmaster All limited-use items in your inventory receive one extra use.
|
Damage Control When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.
|
Aim: 0 Will: 0 Mob: 0
|
Aim: 0 Will: 0 Mob: 0
|
Aim: 0 Will: 2 Mob: 0
|
Gunnery Sergeant
|
Light 'Em Up Firing with the first action no longer ends turn.
|
Vital Point Targeting Additional 2 damage against any human target and any alien that has been autopsied.
|
Grenadier Allows two uses of damaging grenade items, and increases grenade throw range by 20%.
|
Aim: 0 Will: 0 Mob: 0
|
Aim: 3 Will: 0 Mob: 0
|
Aim: 0 Will: 0 Mob: 0
|
Master Sergeant
|
Absorption Fields Reduces most incoming damage to this unit, scaling up as the damage increases.
|
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.
|
Mayhem 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.
|
Aim: 0 Will: 0 Mob: 0
|
Aim: 2 Will: 2 Mob: 0
|
Aim: 0 Will: 0 Mob: 0
|
Tactical Advice
Collateral to MEC weapons getting extra range (making them able to be used with squad sight on the MEC variants that get squad sight) means collateral damage now has incredible range. Can be safely applied out of vision range if need be .
But on the SHOGUN it gets even better because of HEAT AMMO .. Collateral damage works with heat ammo and does [never miss aimbot halfway across the map] solid damage vs robots ..Better than flush + heat ammo combo since collateral damage cannot miss .. Perfect to get rid of pesky hard to hit seekers and drones that get tons of HP and DR as the game progresses .
HEAT Ammo + Collateral damage will deal consistently 7 damage to robotic enemies. Keep this in mind if you want to clear a clustered group of drones or seekers (with less than 7 HP)
Stat Progression
Rank |
HP at level |
Total HP |
Aim at level |
Total Aim
|
Specialist |
1 |
1 |
3 |
3
|
Lance Corporal |
0 |
1 |
3 |
6
|
Corporal |
1 |
2 |
2 |
8
|
Sergeant |
1 |
3 |
3 |
11
|
Tech Sergeant |
1 |
4 |
2 |
13
|
Gunnery Sergeant |
0 |
4 |
3 |
16
|
Master Sergeant |
1 |
5 |
3 |
19
|
+1 HP, +5 Aim compared to Engineer.
See also