Shogun (Long War)
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This page may be outdated. It is up-to-date for version b14. The latest version is 1.0. |
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 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 |
Body Shield The nearest visible enemy suffers -20 aim and cannot critically hit this unit |
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 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. | ||
Corporal |
HEAT Warheads
Your rockets and grenades do an additional 50% damage to robotic enemies after damage reduction is assessed. |
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%. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Sergeant |
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 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
Increases grenade and proximity mine damage by +1. Also triples damage to the environment. | |
No other bonuses. | Provides +3 Will. | No other bonuses. | ||
Tech Sergeant |
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
Limited-use small items (including those from perks) receive 1 additional use. |
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. | ||
Gunnery Sergeant |
Grenadier Allows 2 destructive grenades in a single inventory slot, and the soldier may throw grenades 20 percent further. |
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 Standard shots no longer end the turn, if taken as the first action. | |
No other bonuses. | Provides +3 Aim. | No other bonuses. | ||
Master 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. |
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
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
- 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).