Difference between revisions of "User talk:Falconeye"

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{| class="wikitable" width="70%"
 
{| class="wikitable" width="70%"
 
|-
 
|-
! width="10%" align="center" | Rank
+
! width="10%" align="center" colspan="1"| Rank
! width="60%" align="center" colspan="2"| Ability
+
! width="90%" align="center" colspan="2"| Ability
! width="60%" align="center" colspan="2"| Passive
+
! width="90%" align="center" colspan="3"| Passive
 
|- align="center"  
 
|- align="center"  
 
![[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''
 
![[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''
| 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.<br>Multiple Standard Shots incur a small recoil penalty.''
+
| colspan="1" | [[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.<br>Multiple Standard Shots incur a small recoil penalty.''
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]'''Mechatronic'''<br>''This unite is immune to fire and poision damage, and provides full cover to adjacent allies.''
+
| colspan="1" | [[File:Mechatronic.png|32px|center]]'''Hack'''<br>''Map items and objects can be remotely hacked using the BIT.''
 +
| colspan="1" | [[File:Arsenal.png|32px|center]]'''Arsenal'''<br>The BIT can equipe and fire heavy weapons
 +
| colspan="1" | [[File:Mechatronic.png|32px|center]]'''Mechatronic'''<br>''This unit is immune to fire and poison damage, and provides full cover to adjacent allies.''
 +
| colspan="1" | [[File:Mechatronic.png|32px|center]]'''Reboot'''<br>''If this unit receives enough damage to be killed, it is instead crippled, its health will be reduced to just 1 HP and it will be shielded for the rest of the turn. Can only trigger once per mission.''
 +
|-
 +
! width="10%" align="center" | Subclass
 +
! width="60%" align="center" colspan="2"| 1
 +
! width="60%" align="center" colspan="2"| 2
 
|- align="center"|- align="center"
 
|- align="center"|- align="center"
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''
+
! colspan="1" | [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Adaptive Aim'''<br>''When Overdrive is activated, Standard Shots do not incur recoil penalties and confers 2 bonus damage against target.''
+
| colspan="2" | [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Adaptive Aim'''<br>''When Overdrive is activated, Standard Shots do not incur recoil penalties and confers 2 bonus damage against target.''
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]'''Combat Awareness'''<br>''When Overdrive is activated, confers +15 Defense and Damage Reduction 1 when in Overwatch.''
+
| colspan="2" | [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]'''Combat Awareness'''<br>''When Overdrive is activated, confers +15 Defense and Damage Reduction 1 when in Overwatch.''
 
|- align="center"
 
|- align="center"
![[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''
+
! colspan="1" | [[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]
+
| colspan="2" | [[File:MEC VITAL POINT TARGETING.png|32px|center]]
| [[File:MEC DAMAGE CONTROL.png|32px|center]]
+
| colspan="2" | [[File:MEC DAMAGE CONTROL.png|32px|center]]
 
|- align="center"
 
|- align="center"
! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant'''
+
! colspan="1" | [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant'''
| [[File:MEC JET BOOT MODULE.png|32px|center]]'''Blitz'''<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.''
+
| colspan="2" | [[File:MEC JET BOOT MODULE.png|32px|center]]'''Blitz'''<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]]'''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.''
+
| colspan="2" | [[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.''
 
|- align="center"
 
|- align="center"
 
! rowspan="1" | [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''
 
! rowspan="1" | [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''
| [[File:MEC REPAIR SERVOS.png|32px|center]]
+
| colspan="2" | [[File:MEC REPAIR SERVOS.png|32px|center]]
| [[File:MEC EXPANDED STORAGE.png|32px|center]]'''Expanded Storage'''<br>''Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.''
+
| colspan="2" | [[File:MEC EXPANDED STORAGE.png|32px|center]]'''Expanded Storage'''<br>''Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.''
 
|- align="center"  
 
|- align="center"  
 
! rowspan="1" | [[File:RANK MAJOR.png|32px]]<br/>'''Major'''
 
! rowspan="1" | [[File:RANK MAJOR.png|32px]]<br/>'''Major'''
| [[File:UIPerk spark wreckingball.png|32px|center]]'''Wrecking Ball'''<br>''When Overdrive is activated, break through walls and cover when moving.''
+
| colspan="2" | [[File:UIPerk spark wreckingball.png|32px|center]]'''Wrecking Ball'''<br>''When Overdrive is activated, break through walls and cover when moving.''
| [[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''When Overdrive is activated, confers 2 health recovery at the start of each turn.''
+
| colspan="2" | [[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''When Overdrive is activated, confers 2 health recovery at the start of each turn.''
 
|- align="center"
 
|- align="center"
 
! rowspan="1" | [[File:RANK COLONEL.png|32px]]<br/>'''Colonel'''
 
! rowspan="1" | [[File:RANK COLONEL.png|32px]]<br/>'''Colonel'''
| [[File:MEC ABSORTION FIELDS.png|32px|center]]'''Absortion Fields'''<br>''Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.''
+
| colspan="2" | [[File:MEC ABSORTION FIELDS.png|32px|center]]'''Absortion Fields'''<br>''Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.''
| [[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.''
+
| colspan="2" | [[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.''
 
|}
 
|}
  

Latest revision as of 19:03, 12 May 2020

EU-MEC

Assault 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.

Heavy MEC

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.

Sniper MEC

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.

Support MEC

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%).
Rank Ability Passive
RANK SQUADDIE.png
Squaddie
MEC OVERDRIVE.png
Overdrive
Activate: lasts on the following 2 turns. (Six-turn cooldown)
Take three actions this turn, and no action is turn-ending.
Firing the MEC's primary weapon as the first action no longer ends the turn.
Multiple Standard Shots incur a small recoil penalty.
Hack
Map items and objects can be remotely hacked using the BIT.
Arsenal
The BIT can equipe and fire heavy weapons
Mechatronic
This unit is immune to fire and poison damage, and provides full cover to adjacent allies.
Reboot
If this unit receives enough damage to be killed, it is instead crippled, its health will be reduced to just 1 HP and it will be shielded for the rest of the turn. Can only trigger once per mission.
Subclass 1 2
RANK CORPORAL.png
Corporal
MEC ADVANCED FIRE CONTROL.png
Adaptive Aim
When Overdrive is activated, Standard Shots do not incur recoil penalties and confers 2 bonus damage against target.
MEC AUTOMATED THREAT ASSESSMENT.png
Combat Awareness
When Overdrive is activated, confers +15 Defense and Damage Reduction 1 when in Overwatch.
RANK SERGEANT.png
Sergeant
MEC VITAL POINT TARGETING.png
MEC DAMAGE CONTROL.png
RANK LIEUTENANT.png
Lieutenant
MEC JET BOOT MODULE.png
Blitz
When Overdrive is activated, move 3 additional tiles and confers the ability to jump to normally inaccessible heights for the rest of the turn.
MEC ONE FOR ALL.png
Ballwark
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.
RANK CAPTAIN.png
Captain
MEC REPAIR SERVOS.png
MEC EXPANDED STORAGE.png
Expanded Storage
Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.
RANK MAJOR.png
Major
UIPerk spark wreckingball.png
Wrecking Ball
When Overdrive is activated, break through walls and cover when moving.
MEC REPAIR SERVOS.png
Repair Servos
When Overdrive is activated, confers 2 health recovery at the start of each turn.
RANK COLONEL.png
Colonel
MEC ABSORTION FIELDS.png
Absortion Fields
Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.
MEC REACTIVE TARGETING SENSORS.png
Reactive Targeting Sensors
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

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