Difference between revisions of "Valkyrie (Long War)"

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|LCorporal2=[[File:MEC_BODY_SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit''
 
|LCorporal2=[[File:MEC_BODY_SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit''
 
|LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>'' +15 defense during first attack in overwatch, and half a point of damage reduction. (meaning 1 point for damage has a 50% chance of being negated).''
 
|LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>'' +15 defense during first attack in overwatch, and half a point of damage reduction. (meaning 1 point for damage has a 50% chance of being negated).''
|LCorporalE1=''''
+
|LCorporalE1=''Aim: 0 Will: 0 Mob: 0''
|LCorporalE2=''+2 extra will''
+
|LCorporalE2=''Aim: 0 Will: 2 Mob: 0''
|LCorporalE3=''''
+
|LCorporalE3=''Aim: 0 Will: 0 Mob: 0''
|Corporal1=[[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.''
+
|Corporal1=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''
|Corporal2=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''
+
|Corporal2=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''
|Corporal3=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''
+
|Corporal3=[[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.''
|CorporalE1=''''
+
|CorporalE1=''Aim: 0 Will: 0 Mob: 0''
|CorporalE2=''''
+
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''
|CorporalE3=''''
+
|CorporalE3=''Aim: 0 Will: 0 Mob: 1''
 
|Sergeant1=[[File:HEAVY SHREDDER.png|32px|center]]'''Shredder Ammo'''<br/>''Any unit hit takes additional damage from all sources for the next 4 turns.''
 
|Sergeant1=[[File:HEAVY SHREDDER.png|32px|center]]'''Shredder Ammo'''<br/>''Any unit hit takes additional damage from all sources for the next 4 turns.''
 
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapon does one additional damage.''
 
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapon does one additional damage.''
 
|SergeantE1=''''
 
|SergeantE1=''''
 
|Sergeant3=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''
 
|Sergeant3=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''
|SergeantE1=''''
+
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''
|SergeantE2=''''
+
|SergeantE2=''Aim: 0 Will: 0 Mob: 0''
|SergeantE3=''''
+
|SergeantE3=''Aim: 2 Will: 2 Mob: 0''
|TechSgt1=[[File:.png|32px|center]]'''Repair Servos'''<br/>''''
+
|TechSgt1=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.''
|TechSgt2=[[File:.png|32px|center]]'''Reactive Targeting Sensors'''<br/>''''
+
|TechSgt2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targetting Sensors'''<br/>''Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.''
|TechSgt3=[[File:.png|32px|center]]'''Collateral Damage'''<br/>''''
+
|TechSgt3=[[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.''
|TechSgtE1=''''
+
|TechSgtE1=''Aim: 0 Will: 0 Mob: 0''
|TechSgtE2=''''
+
|TechSgtE2=''Aim: 0 Will: 0 Mob: 0''
|TechSgtE3=''''
+
|TechSgtE3=''Aim: 0 Will: 0 Mob: 0''
 
|GunSgt1=[[File:.png|32px|center]]'''Vital Point Targeting'''<br/>''''
 
|GunSgt1=[[File:.png|32px|center]]'''Vital Point Targeting'''<br/>''''
 
|GunSgt2=[[File:.png|32px|center]]'''Absorption Fields'''<br/>''''
 
|GunSgt2=[[File:.png|32px|center]]'''Absorption Fields'''<br/>''''
 
|GunSgt3=[[File:.png|32px|center]]'''Lock 'N Load'''<br/>''''
 
|GunSgt3=[[File:.png|32px|center]]'''Lock 'N Load'''<br/>''''
|GunSgtE1=''''
+
|GunSgtE1=''Aim: 0 Will: 0 Mob: 0''
|GunSgtE2=''''
+
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0''
|GunSgtE3=''''
+
|GunSgtE3=''Aim: 0 Will: 0 Mob: 0''
 
|MSgt1=[[File:.png|32px|center]]'''Rapid Fire'''<br/>''''
 
|MSgt1=[[File:.png|32px|center]]'''Rapid Fire'''<br/>''''
 
|MSgt2=[[File:.png|32px|center]]'''Squadsight'''<br/>''''
 
|MSgt2=[[File:.png|32px|center]]'''Squadsight'''<br/>''''

Revision as of 13:01, 16 July 2014

MEC variant of the Infantry class

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
HEAVY BULLETSWARM.png
Light 'Em Up
Firing with the first action no longer ends turn.
'
RANK CORPORAL.png
Lance Corporal
SNIPER EXECUTIONER.png
Executioner
+10 aim and crit chance against targets at or below 50% health.
MEC BODY SHIELD.png
Body Shield
The nearest visible enemy suffers -20 Aim and cannot critically hit this unit
MEC AUTOMATED THREAT ASSESSMENT.png
Automated Threat Assessment
+15 defense during first attack in overwatch, and half a point of damage reduction. (meaning 1 point for damage has a 50% chance of being negated).
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 2 Mob: 0 Aim: 0 Will: 0 Mob: 0
RANK SERGEANT.png
Corporal
MEC ADVANCED FIRE CONTROL.png
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
MEC DAMAGE CONTROL.png
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.
MEC JET BOOT MODULE.png
Jet Boot Module
When activated confers the ability to jump to normally inaccessible heights for the rest of the turn.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 1
RANK LIEUTENANT.png
Sergeant
HEAVY SHREDDER.png
Shredder Ammo
Any unit hit takes additional damage from all sources for the next 4 turns.
ALIEN CANNONFIRE.png
Ranger
Primary weapon does one additional damage.
MEC SHOCK ABSORBENT ARMOR.png
Shock-Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 2 Will: 2 Mob: 0
RANK CAPTAIN.png
Tech Sergeant
MEC COLLATERAL DAMAGE.png
Collateral Damage
Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.
MEC REACTIVE TARGETING SENSORS.png
Reactive Targetting 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.
MEC REPAIR SERVOS.png
Repair Servos
Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0
RANK MAJOR.png
Gunnery Sergeant
Vital Point Targeting
'
Absorption Fields
'
Lock 'N Load
'
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0
RANK COLONEL.png
Master Sergeant
Rapid Fire
'
Squadsight
'
Sentinel
'
' ' '


Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 1 1 4 4
Lance Corporal 0 1 3 7
Corporal 1 2 3 10
Sergeant 0 2 4 14
Tech Sergeant 1 3 3 17
Gunnery Sergeant 0 3 3 20
Master Sergeant 1 4 4 24