Difference between revisions of "User talk:Falconeye"
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+ | ==EU-MEC== | ||
'''[[Assault (EU2012)|Assault MEC]]''' | '''[[Assault (EU2012)|Assault MEC]]''' | ||
* {{Shock Absorbent Armor (Long War)|align=justify}}: ''Damage received from enemies within 4 tiles is reduced by 33%.'' | * {{Shock Absorbent Armor (Long War)|align=justify}}: ''Damage received from enemies within 4 tiles is reduced by 33%.'' | ||
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* {{Opportunist (Long War)|align=justify}}: ''Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits." | * {{Opportunist (Long War)|align=justify}}: ''Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits." | ||
* {{Bombard (Long War)|align=justify}}: ''Throw or launch grenades over exceptionally long distances (+50%).'' | * {{Bombard (Long War)|align=justify}}: ''Throw or launch grenades over exceptionally long distances (+50%).'' | ||
− | |||
{| class="wikitable" width="70%" | {| class="wikitable" width="70%" | ||
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| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br>''MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so.'' | | [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br>''MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so.'' | ||
|} | |} | ||
+ | |||
+ | =Ghost in the Shell= | ||
+ | ==[[Ranger (LW2)]]== | ||
+ | |||
+ | Primary Weapon: | ||
+ | ''Assault Rifle'' | ||
+ | |||
+ | Attachments: | ||
+ | ''Scope, Auto loader, Suppressor'' | ||
+ | |||
+ | Utility Items: | ||
+ | ''Grenade, Special Ammo, Armour'' | ||
+ | |||
+ | |||
+ | ==[[Specialist (LW2)]]== | ||
+ | |||
+ | Primary Weapon: | ||
+ | ''Assault Rifle'' | ||
+ | |||
+ | Attachments: | ||
+ | ''Scope, Auto loader, Suppressor'' | ||
+ | |||
+ | Utility Items: | ||
+ | ''Grenade, MedKit, Armour'' | ||
+ | |||
+ | |||
+ | ==[[Gunner (LW2)]]== | ||
+ | |||
+ | Primary Weapon: | ||
+ | ''Cannon'' | ||
+ | |||
+ | Attachments: | ||
+ | ''Scope, Auto Loader, Extended Magazine'' | ||
+ | |||
+ | Utility Items: | ||
+ | ''Grenade, Special Ammo, Armour'' | ||
+ | |||
+ | |||
+ | ==[[Assault (LW2)]]== | ||
+ | |||
+ | Primary Weapon: | ||
+ | ''Shotgun'' | ||
+ | |||
+ | Attachments: | ||
+ | ''Laser Sight, Suppressor, Auto loader'' | ||
+ | |||
+ | Utility Items: | ||
+ | ''Grenade, Flash bang, Armour'' | ||
+ | |||
+ | |||
+ | ==[[Grenadier (LW2)]]== | ||
+ | |||
+ | Primary Weapon: | ||
+ | ''PDW'' | ||
+ | |||
+ | Attachments: | ||
+ | ''Suppressor, Hair Trigger, Expanded Magazine'' | ||
+ | |||
+ | Utility Items: | ||
+ | ''Grenade, Flash bang, Armour'' | ||
+ | |||
+ | |||
+ | ==[[Shinobi (LW2)|Motoko "Major" Kusanagi]]== | ||
+ | |||
+ | ;Loadout | ||
+ | Primary Weapon: | ||
+ | ''PDW'' | ||
+ | |||
+ | Secondary: | ||
+ | ''Sword'' | ||
+ | |||
+ | Attachments: | ||
+ | ''Suppressor, Hair Trigger, Expanded Magazine'' | ||
+ | |||
+ | Utility Items: | ||
+ | ''Grenade, Flash bang, Armour'' | ||
+ | |||
+ | Abilities: | ||
+ | ''Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire'' | ||
+ | |||
+ | ;Summary | ||
+ | Cyborgnetic counter-cyberterrorist field commander in the employ of "XCOM" as tactical squad leader. Her abilities as "...rarer than ESP"; the kind of person that sections of the government hire to assassinate without leaving a trace. | ||
+ | |||
+ | ==[[Technical (LW2)]]== | ||
+ | |||
+ | ;Loadout | ||
+ | Primary Weapon: | ||
+ | ''PDW'' | ||
+ | |||
+ | Attachments: | ||
+ | ''Suppressor, Hair Trigger, Expanded Magazine'' | ||
+ | |||
+ | Utility Items: | ||
+ | ''Grenade, Flash bang, Armour'' | ||
+ | |||
+ | Abilities: | ||
+ | ''Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster'' | ||
+ | |||
+ | ;Summary | ||
+ | The Technical’s value depends entirely on the use of their cover-busting rocket and their debilitating flamer; this build makes the best of both their strengths while trading out their weaknesses. | ||
+ | |||
+ | ==[[Sharpshooter (LW2)]]== | ||
+ | |||
+ | Primary Weapon: | ||
+ | ''Sniper Rifle'' | ||
+ | |||
+ | Attachments: | ||
+ | ''Scope, Auto Loader, Stock'' | ||
+ | |||
+ | Utility Items: | ||
+ | ''Pistol, Special Ammo, Armour'' |
Revision as of 02:04, 9 April 2017
EU-MEC
- Damage received from enemies within 4 tiles is reduced by 33%.
- Your first standard shot of each turn against an explosed or flanked target does not cost an action.
- The first standard shot made within 4 tiles of the target does not cost an action.
- Attacks that would deal more than 10 damage have the damage reduced to 10. All other damage reduction are applied after the hardened shields reduction. Attacks lower than 10 damage are unaffected.
- Visible enemy suffers -20 Aim and cannot critically hit this unit.
- Area of effect attack that destroys most cover and hits all eligible targets for 34% damage.
- Any shots taken without moving have +10 Aim and +10% critical chance.
- Killing an exposed or flanked target does not cost an action.
- Standard shots no longer end the turn, if taken as the first action.
- Nearby allies in cover receive +10 Defense.
- Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits."
- Throw or launch grenades over exceptionally long distances (+50%).
Ghost in the Shell
Ranger (LW2)
Primary Weapon: Assault Rifle
Attachments: Scope, Auto loader, Suppressor
Utility Items: Grenade, Special Ammo, Armour
Specialist (LW2)
Primary Weapon: Assault Rifle
Attachments: Scope, Auto loader, Suppressor
Utility Items: Grenade, MedKit, Armour
Gunner (LW2)
Primary Weapon: Cannon
Attachments: Scope, Auto Loader, Extended Magazine
Utility Items: Grenade, Special Ammo, Armour
Assault (LW2)
Primary Weapon: Shotgun
Attachments: Laser Sight, Suppressor, Auto loader
Utility Items: Grenade, Flash bang, Armour
Grenadier (LW2)
Primary Weapon: PDW
Attachments: Suppressor, Hair Trigger, Expanded Magazine
Utility Items: Grenade, Flash bang, Armour
Motoko "Major" Kusanagi
- Loadout
Primary Weapon: PDW
Secondary: Sword
Attachments: Suppressor, Hair Trigger, Expanded Magazine
Utility Items: Grenade, Flash bang, Armour
Abilities: Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire
- Summary
Cyborgnetic counter-cyberterrorist field commander in the employ of "XCOM" as tactical squad leader. Her abilities as "...rarer than ESP"; the kind of person that sections of the government hire to assassinate without leaving a trace.
Technical (LW2)
- Loadout
Primary Weapon: PDW
Attachments: Suppressor, Hair Trigger, Expanded Magazine
Utility Items: Grenade, Flash bang, Armour
Abilities: Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster
- Summary
The Technical’s value depends entirely on the use of their cover-busting rocket and their debilitating flamer; this build makes the best of both their strengths while trading out their weaknesses.
Sharpshooter (LW2)
Primary Weapon: Sniper Rifle
Attachments: Scope, Auto Loader, Stock
Utility Items: Pistol, Special Ammo, Armour