Difference between revisions of "Valkyrie (Long War)"

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(Templates added and updated for beta 14f)
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{{CheckOutdated (Long War)|b14}}
 
{{CheckOutdated (Long War)|b14}}
MEC variant of the Infantry class
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[[File: CLASS MECH.png|left|frame|64px|Marauder]]
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<div style="float:right">__TOC__</div>
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MEC variant of the '''Infantry''' class
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== Abilities ==
 
== Abilities ==
 
{{Class Tree (Long War)|
 
{{Class Tree (Long War)|
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''
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|Specialist1={{ Light Em Up (Long War)|text=1}}
|SpecialistE1=''''
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|SpecialistE1=''No other bonuses.''
|LCorporal1=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]'''Platform Stability'''<br/>''Any shots taken without moving have +10 Aim and +10% critical chance.''
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|LCorporal1={{ Platform Stability (Long War)|text=1}}
|LCorporal2=[[File:MEC_BODY_SHIELD.png|32px|center]]'''Body Shield'''<br/>''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit''
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|LCorporal2={{ Body Shield (Long War)|text=1}}
|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).''
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|LCorporal3={{ Automated Threat Assessment (Long War)|text=1}}
|LCorporalE1=''Aim: 0 Will: 0 Mob: 0''
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|LCorporalE1=''No other bonuses.''
|LCorporalE2=''Aim: 0 Will: +2 Mob: 0''
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|LCorporalE2='''Provides +2 Will.'''
|LCorporalE3=''Aim: 0 Will: 0 Mob: 0''
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|LCorporalE3=''No other bonuses.''
|Corporal1=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''
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|Corporal1={{ Advanced Fire Control (Long War)|text=1}}
|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.''
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|Corporal2={{ Damage Control (Long War)|text=1}}
|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.''
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|Corporal3={{ Jetboot Module (Long War)|text=1}}
|CorporalE1=''Aim: 0 Will: 0 Mob: 0''
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|CorporalE1=''No other bonuses.''
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''
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|CorporalE2=''No other bonuses.''
|CorporalE3=''Aim: 0 Will: 0 Mob: +1''
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|CorporalE3='''Provides +1 Mobility.'''
|Sergeant1=[[File:HEAVY SHREDDER.png|32px|center]]'''Shredder Ammo'''<br/>''Any unit hit takes additional damage from all sources for the next 4 turns.''
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|Sergeant1={{ Shredder Ammo (Long War)|text=1}}
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapon does one additional damage.''
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|Sergeant2={{ Ranger (Long War)|text=1}}
|SergeantE1=''''
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|Sergeant3={{ Shock Absorbent Armor (Long War)|text=1}}
|Sergeant3=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]'''Shock-Absorbent Armor'''<br/>''Damage received from enemies within 4 tiles is reduced by 33%.''
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|SergeantE1=''No other bonuses.''
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''
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|SergeantE2=''No other bonuses.''
|SergeantE2=''Aim: 0 Will: 0 Mob: 0''
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|SergeantE3='''Provides +2 Aim, +2 Will.'''
|SergeantE3=''Aim: +2 Will: +2 Mob: 0''
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|TechSgt1={{ Collateral Damage (Long War)|text=1}}
|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.''
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|TechSgt2={{ Reactive Targeting Sensors (Long War)|text=1}}
|TechSgt2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]'''Reactive Targeting 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.''
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|TechSgt3={{ Repair Servos (Long War)|text=1}}
|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.''
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|TechSgtE1=''No other bonuses.''
|TechSgtE1=''Aim: 0 Will: 0 Mob: 0''
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|TechSgtE2=''No other bonuses.''
|TechSgtE2=''Aim: 0 Will: 0 Mob: 0''
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|TechSgtE3=''No other bonuses.''
|TechSgtE3=''Aim: 0 Will: 0 Mob: 0''
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|GunSgt1={{ Lock N Load (Long War)|text=1}}
|GunSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load''' <br/> ''Primary weapon receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reaload their primary weapon as their first action of the turn without ending the turn.''
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|GunSgt2={{ Absorption Fields (Long War)|text=1}}
|GunSgt2=[[File:MEC ABSORTION FIELDS.png|32px|center]]'''Absorption Fields'''<br/>''Reduces most incoming damage to this unit, scaling up as damage increases.''
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|GunSgt3={{ Vital Point Targeting (Long War)|text=1}}
|GunSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage with guns against targets that have been autopsied.''
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|GunSgtE1=''No other bonuses.''
|GunSgtE1=''Aim: 0 Will: 0 Mob: 0''
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|GunSgtE2=''No other bonuses.''
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0''
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|GunSgtE3=''No other bonuses.''
|GunSgtE3=''Aim: 0 Will: 0 Mob: +1''
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|MSgt1={{ Sentinel (Long War)|text=1}}
|MSgt1=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''Allows two reaction shots during Overwatch, instead of only one.''
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|MSgt2={{ Rapid Fire (Long War)|text=1}}
|MSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''
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|MSgt3={{ Squadsight (Long War)|text=1}}
|MSgt3=[[File:SNIPER SQUADSIGHT.png|32px|center]]'''Squadsight'''<br/>''Allows firing at targets in any ally's sight radius, but at -30% critical chance; Does not extend overwatch outside visual range. Extended range weapons (MEC primary weapons, Marksman and Strike Rifle and LMGs) gain roughly 5 extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges except with Marksman's and Strike Rifles.''
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|MSgtE1='''Provides +3 Aim.'''
|MSgtE1=''Aim: +3 Will: 0 Mob: 0''
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|MSgtE2=''No other bonuses.''
|MSgtE2=''Aim:  0 Will: 0 Mob: 0''
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|MSgtE3=''No other bonuses.''
|MSgtE3=''Aim:  0 Will: 0 Mob: 0''
 
 
}}
 
}}
  
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{| class="wikitable"
 
{| class="wikitable"
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim
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!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*
 
|-
 
|-
|Specialist|| 1 || 1 || 4 || 4
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|Specialist|| 1 || 1 || 4 || 4 || 2(3)|| 2(-3)
 
|-
 
|-
|Lance Corporal|| 0 || 1 || 3 || 7
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|Lance Corporal|| 0 || 1 || 3 || 7 || 2(3)|| 4(-6)
 
|-
 
|-
|Corporal|| 1 || 2 || 3 || 10
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|Corporal|| 1 || 2 || 4 || 11 || 2(3)|| 6(-9)
 
|-
 
|-
|Sergeant|| 0 || 2 || 4 || 14
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|Sergeant|| 0 || 2 || 3 || 14 || 2(3)|| 8(-12)
 
|-
 
|-
|Tech Sergeant|| 1 || 3 || 3 || 17
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|Tech Sergeant|| 1 || 3 || 4 || 18 || 2(3)|| 10(-15)
 
|-
 
|-
|Gunnery Sergeant|| 0 || 3 || 3 || 20
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|Gunnery Sergeant|| 0 || 3 || 3 || 21 || 2(3)|| 12(-18)
 
|-
 
|-
|Master Sergeant|| 1 || 4 || 4 || 24
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|Master Sergeant|| 1 || 4 || 4 || 25 || 2(3)|| 14(-21)
 
|}
 
|}
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* 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.
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==See also==
 
==See also==
 
{{Soldiers (Long War) Navbar}}
 
{{Soldiers (Long War) Navbar}}

Revision as of 14:51, 22 November 2014

This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.
Marauder

MEC variant of the Infantry class



Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Light 'Em Up
Light 'Em Up
Standard shots no longer end the turn, if taken as the first action.
No other bonuses.
RANK CORPORAL.png
Lance Corporal
Platform Stability
Platform Stability
Shots taken before any costly actions have +10 Aim and +10% critical chance. Also grants +10 aim for purposes of reducing scatter if the soldier has not moved this turn, and increases range of Blaster Launcher (which does not scatter).
Body Shield
Body Shield
The nearest visible enemy suffers -20 aim and cannot critically hit this unit
Automated Threat Assessment
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.
No other bonuses. Provides +2 Will. No other bonuses.
RANK SERGEANT.png
Corporal
Advanced Fire Control
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
Damage Control
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.
Jetboot Module
Jetboot Module
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
No other bonuses. No other bonuses. Provides +1 Mobility.
RANK LIEUTENANT.png
Sergeant
Shredder Ammo
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.
Ranger
Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters.
Shock-Absorbent Armor
Shock-Absorbent Armor
Damage received from enemies within 4 tiles is reduced by 33%.
No other bonuses. No other bonuses. Provides +2 Aim, +2 Will.
RANK CAPTAIN.png
Tech Sergeant
Collateral Damage
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.
Reactive Targeting Sensors
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.
Repair Servos
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%.
No other bonuses. No other bonuses. No other bonuses.
RANK MAJOR.png
Gunnery Sergeant
Lock N' Load
Lock N' Load
Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn.
Absorption Fields
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
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.
No other bonuses. No other bonuses. No other bonuses.
RANK COLONEL.png
Master Sergeant
Sentinel
Sentinel
Allows two reaction shots during Overwatch, instead of only one.
Rapid Fire
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Squad sight
Squadsight
Allows firing at targets in any ally's sight radius within weapon range, but critical chance suffers a -20% penalty. Extended range weapons (MEC primary weapons, Marksman and Strike Rifles, and LMGs) gain roughly five extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges, except with Marksman's and Strike Rifles.
Provides +3 Aim. No other bonuses. No other bonuses.


Stat Progression

Rank Health
/level
Health
total
Aim
/level
Aim
total
Will
/level*
Will
total*
Specialist 1 1 4 4 2(3) 2(-3)
Lance Corporal 0 1 3 7 2(3) 4(-6)
Corporal 1 2 4 11 2(3) 6(-9)
Sergeant 0 2 3 14 2(3) 8(-12)
Tech Sergeant 1 3 4 18 2(3) 10(-15)
Gunnery Sergeant 0 3 3 21 2(3) 12(-18)
Master Sergeant 1 4 4 25 2(3) 14(-21)
  • 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.

See also

Lone Wolf (EU2012).jpg Long War: Soldiers 
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s