Difference between revisions of "User talk:Falconeye"
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* {{Absorption Fields (Long War)|align=justify}}: ''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.'' |
* {{Absorption Fields (Long War)|align=justify}}: ''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.'' |
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* {{Body Shield (Long War)|align=justify}}: ''Visible enemy suffers -20 Aim and cannot critically hit this unit.'' |
* {{Body Shield (Long War)|align=justify}}: ''Visible enemy suffers -20 Aim and cannot critically hit this unit.'' |
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− | * {{Collateral Damage (Long War)|align=justify}}: '' |
+ | * {{Collateral Damage (Long War)|align=justify}}: ''Standard shots are AoE that destroys most cover and hits all eligible targets for 34% damage.'' |
'''[[Sniper (EU2012)|Sniper MEC]]''' |
'''[[Sniper (EU2012)|Sniper MEC]]''' |
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'''[[Support (EU2012)|Support MEC]]''' |
'''[[Support (EU2012)|Support MEC]]''' |
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− | * {{Distortion Field (Long War)|align=justify}}: ''Nearby allies in cover receive +10 Defense.'' |
+ | * {{Distortion Field (Long War)|align=justify}}: ''Nearby allies in cover receive +10 Defense and Damage Reduction 1.'' |
* {{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." |
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* {{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%).'' |
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![[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie''' |
![[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie''' |
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− | | colspan="2" | [[File:MEC OVERDRIVE.png|32px|center]]'''Overdrive'''<br>''Take three actions this turn, and no action is turn-ending. |
+ | | colspan="2" | [[File:MEC OVERDRIVE.png|32px|center]]'''Overdrive'''<br>Activate: lasts on the following 2 turns. (Six-turn cooldown)<br>''Take three actions this turn, and no action is turn-ending.<br>Firing the MEC's primary weapon as the first action no longer ends the turn.'' |
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|- align="center" |
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! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal''' |
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal''' |
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− | | [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]''' |
+ | | [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Adaptive Aim'''<br>''Shots from Overwatch no longer suffer any Aim penalty.'' |
− | | [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]''' |
+ | | [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]'''Combat Awareness'''<br>''Confers +15 Defense and Damage Reduction 1 when in Overwatch. Cancelled when the MEC fires.'' |
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|- align="center" |
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![[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant''' |
![[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant''' |
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− | | [[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital-Point Targeting'''<br>'' |
+ | | [[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital-Point Targeting'''<br>''When Overdrive is activated, Standard Shots do not incur recoil penalties and confers 2 bonus damage against target.'' |
− | | [[File:MEC DAMAGE CONTROL.png|32px|center]]'''Damage Control'''<br>''When |
+ | | [[File:MEC DAMAGE CONTROL.png|32px|center]]'''Damage Control'''<br>''When Overdrive is activated, ''. |
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! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant''' |
! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant''' |
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− | | [[File:MEC JET BOOT MODULE.png|32px|center]]'''Jet Boot Module'''<br>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn |
+ | | [[File:MEC JET BOOT MODULE.png|32px|center]]'''Jet Boot Module'''<br>''When Overdrive is activated, move 3 additional tiles and confers the ability to jump to normally inaccessible heights for the rest of the turn.'' |
− | | [[File:MEC ONE FOR ALL.png|32px|center]]''' |
+ | | [[File:MEC ONE FOR ALL.png|32px|center]]'''Ballwark'''<br>''When Overdrive is activated, the MEC becomes a high cover element. All further damage will be reduced by 2, and always provide high cover to all adjacent squadmates.'' |
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! rowspan="1" | [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain''' |
! rowspan="1" | [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain''' |
Revision as of 23:24, 3 July 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.
- Standard shots are AoE 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 and Damage Reduction 1.
- 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
Batou
Primary Weapon: Assault Rifle
Attachments: Scope, Auto loader, Suppressor
Utility Items: Grenade, Special Ammo, Armour
Ishikawa
Primary Weapon: Assault Rifle
Attachments: Scope, Auto loader, Suppressor
Utility Items: Grenade, MedKit, Armour
Ladriya
Primary Weapon: Cannon
Attachments: Scope, Auto Loader, Extended Magazine
Utility Items: Grenade, Special Ammo, Armour
Maven
Primary Weapon: Shotgun
Attachments: Laser Sight, Suppressor, Auto loader
Utility Items: Grenade, Flash bang, Armour
Togusa
Primary Weapon: PDW
Attachments: Suppressor, Hair Trigger, Expanded Magazine
Utility Items: Grenade, Flash bang, Armour
Major Motoko 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.
Borma
- Loadout
Primary Weapon: PDW
Secondary: Gauntlet
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 jack of all trades who often handles the task of rear support.
Saito
Primary Weapon: Sniper Rifle
Secondary: Holotargeter
Attachments: Scope, Auto Loader, Stock
Utility Items: Pistol, Special Ammo, Armour