Shogun (Long War)
This page may be outdated.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.
- 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 |
Sapper
Increases grenade and proximity mine damage by +1. Also triples damage to the environment. |
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. |
Steadfast
Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability. | |
No other bonuses. | No other bonuses. | +5 Will. | ||
Corporal |
HEAT Warheads
Your rockets and grenades do an additional 50% damage to robotic enemies after 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%. |
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. | |
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. |
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. |
Grenadier Allows 2 destructive grenades in a single inventory slot, and the soldier may throw grenades 20 percent further. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Tech Sergeant |
Advanced Fire Control Shots from Overwatch no longer suffer any Aim penalty. |
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. |
Shock-Absorbent Armor Damage received from enemies within 4 tiles is reduced by 33%. | |
No other bonuses. | No other bonuses. | -1 Mobility. | ||
Gunnery Sergeant |
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. |
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. |
Packmaster
Limited-use small items (including those from perks) receive 1 additional use. | |
-1 Mobility | +1 Aim. | No other bonuses. | ||
Master Sergeant |
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. |
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. | |
+1 Aim | -1 Mobility. | 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).