XCOM 2
MEC Troopers
 This topic has been pinned, so it's probably important
RealityMachina  [developer] 26 Jul, 2018 @ 5:42am
MEC Trooper Class Breakdown
Random Abilities
Abilities that can appear in the XCOM tree.

In no particular order:

Hunter Protocol

Suppression

Tactical Rigging

Lightning Reflexes

Saturation Fire

Extra Conditioning - gain +2/+4/+6 additional HP, depending on armour tier.

Sprinter - gain +4 mobility


Warrior Row

Relocation Servos - gain a movement point after taking a shot.

Kinetic Strike - attack an enemy with a very strong punch, that requires adjacency to the target.

Self Defence Protocol - requires Kinetic Strike, basically Bladestorm but with the MEC's fist.

Sharpshooter Armature - +10 aim and crit against targets in full cover.

Overclock Core - empties the gun against the target, and any other targets if the first target dies. Causes the MEC to overheat and be shut down for a turn.

Brutalize Protocol - pick out an organic target and execute them, causing any other organic targets in the area to panic. Causes damage to the punch arm, reducing any future melee damage by the MEC for rest of the mission.


Jaeger Row

Advanced Fire Control - 20% of the MEC's aim gets added to reaction shots after initial penalties are applied.

Rainmaker - works as in vanilla

Hammer Protocol - gain immunity to being knocked out, and a 75% damage resistance to melee attacks.

Steadfast - the MEC can no longer panic.

In The Zone - killing a flanked or otherwise uncovered target refunds action points. Does not stack with certain abilities like Overclock Core.

Reactive Targeting Sensors - take a reaction shot against any enemy that attacks the MEC.

Titan Row

Reactive Armor - provides +2/+4/+6 points of armour, depending on armour tier.

Collateral Damage - destroy selected cover with an AOE effect, and do a small amount of damage to anybody caught within the blast radius.

Damage Control - gain two points of armour when the MEC is attacked. The effect is sustained if it happens again.

Repair Servos - the MEC heals +2 points of damage per turn, up to a limit of +6/+8/+10 points healed depending on armour tier.

Resilience Core - the MEC is now immune to critical hits.

Absorption Fields - the MEC now reduces any incoming damage to 33% of its maximum HP, if the damage would exceed that.
Last edited by RealityMachina; 13 Feb, 2019 @ 8:50pm