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{{User:Tvol/Sandbox/cssTranscludeTest | {{User:Tvol/Sandbox/cssTranscludeTest}} | ||
</css> | </css> | ||
<div class="makeMeBlue" style="height: 40px; width: 40px;"></div> | <div class="makeMeBlue" style="height: 40px; width: 40px;"></div> | ||
==Scratch Pad== | |||
[[File:UIPerk_runandgun.png|link=Assault_(LW2)]] | |||
=== Transclusion Testing === | |||
{{User:Tvol/Sandbox/Template|Main Page{{!}}Main Page Text}} | |||
===Abilities Template=== | |||
<span class="ability" id="" style="display: inline-block; {{ #ifexpr: 1 | padding: 13px 13px 13px 13px;|}}"><!-- | |||
--><div class="abilityImageContainer" id="" style="position: relative; display: inline-block;"><!-- | |||
--><div class="abilityImage" id=""><!-- | |||
-->[[File:LW_AbilityAggression.png|38px| Aggression {{ #if: | {{!}} link= |}}]]<!-- | |||
--></div><!-- | |||
-->{{ #ifexpr: 1<!-- | |||
-->|<div class="abilityInfoIcon" id="" style="position: absolute; height: 18px; width: 18px; left: 30px; top: 26px;"><!-- | |||
-->[[File:XCOM2_infoIcon_custom_1.png|18px|{{ Template:Aggression (LW2)/Info }}]]<!-- | |||
--></div><!-- | |||
-->|}}<!-- | |||
--></div><!-- | |||
-->{{ #ifexpr: 1 or 1<!-- | |||
-->|<div class="abilityTextContainer" id=""><!-- | |||
-->{{ #ifexpr: 1 <!-- | |||
-->|<div class="abilityName" id="" style="font-weight: bold; padding-top: 5px;">Aggression</div><!-- | |||
-->|}}<!-- | |||
-->{{ #ifexpr: 1<!-- | |||
-->|<div class="abilityDescription" id="" style="font-style: italic; padding-top: 3px">Gain +5 critical chance for each enemy you can see, up to a maximum of 30. Does not include enemies in Squadsight range.</div><!-- | |||
-->|}}<!-- | |||
--></div><!-- | |||
-->|}}<!-- | |||
--></span> | |||
{{Ability_(LW2)/Sandbox | |||
| s_image = LW_AbilityAggression.png | |||
| s_caption = Aggression | |||
| s_name = Aggression | |||
| s_descr = Gain +5 critical chance for each enemy you can see, up to a maximum of 30. Does not include enemies in Squadsight range. | |||
| s_templateName = Template:Aggression (LW2) | |||
| s_id = aggression_LW | |||
{{ #if: 1 | {{!}} b_name = 1 |}} | |||
{{ #if: | {{!}} b_descr = {{{b_descr}}} |}} | |||
{{ #if: 1 | {{!}} b_info = 1 |}} | |||
{{ #if: | {{!}} b_table = {{{b_table}}} |}} | |||
}} | |||
inline{{Ability_(LW2)/Sandbox | |||
| s_image = UIPerk_runandgun.png | |||
| s_name = Run and Gun | |||
| s_caption = Run and Gun | |||
| s_link = Assault_(LW2) | |||
| s_descr = Take an action after dashing. Three-turn cooldown. | |||
| s_pageName = Bacon!?! | |||
}} text | |||
{{Ability_(LW2)/Sandbox | |||
| s_image = LW_AbilityAggression.png | |||
| s_caption = Aggression | |||
| s_name = Aggression | |||
| s_descr = Gain +5 critical chance for each enemy you can see, up to a maximum of 30. Does not include enemies in Squadsight range. | |||
| s_pageName = Template:Aggression (LW2) | |||
}} | |||
===Active Tree=== | |||
{{Class Tree (LW2)/Sandbox | |||
|Squaddie1= | |||
|Squaddie2={{Run and Gun (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |||
|Squaddie3={{Stun (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |||
|Subclass1=Raider | |||
|Subclass2=Breacher | |||
|LCorporal1={{Slug Shot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |||
|LCorporal2={{Electroshock (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |||
|LCorporal3={{Lightning Reflexes (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }} | |||
|Corporal1={{Trench Gun (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }} | |||
|Corporal2={{Arc Pulser (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }} | |||
|Corporal3={{Close and Personal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |||
|Sergeant1={{Killer Instinct (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }} | |||
|Sergeant2={{Stun Gunner (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }} | |||
|Sergeant3={{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |||
|StaffSgt1={{Extra Conditioning (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }} | |||
|StaffSgt2={{Aggression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |||
|StaffSgt3={{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |||
|TechSgt1={{Hit and Run (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }} | |||
|TechSgt2={{Rapid Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |||
|TechSgt3={{Close Encounters (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }} | |||
|GunSgt1={{Bring 'Em On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |||
|GunSgt2={{Close Combat Specialist (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }} | |||
|GunSgt3={{Untouchable (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }} | |||
|MSgt1={{Street Sweeper (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }} | |||
|MSgt2={{Chain Lightning (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }} | |||
|MSgt3={{Lethal (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }} | |||
}} | |||
=== Table Finagling === | |||
{| class="wikitable" style="margin: 1em 0 1em 0; background-color: #17181a; border: 1px #83c0ce solid; border-collapse: collapse; text-align: center; color:#83c0ce; width: 100%; empty-cells: hide;" | |||
| style="width: 10%;" | Col1 | |||
| style="width: 90%;" colspan="12" | Col12 | |||
|- | |||
|- style="vertical-align:middle; font-size:130%;" | |||
| | '''Rank''' | |||
| style="border-color:#83c0ce; width: 90%;" colspan="12" | '''Ability''' | |||
|- | |||
| A rank | |||
|width="22.5%" colspan="3"| Col3 | |||
|width="22.5%" colspan="3"| Col3 | |||
|width="22.5%" colspan="3"| Col3 | |||
|width="22.5%" colspan="3"| Col3 | |||
|- vertical-align="middle" | |||
| style="border-width: 0 2px 0 0; border-color:#83c0ce;" | | |||
| style="border:none; background-color:black; width: 30%;" colspan="4" | '''''{{{Subclass1}}}''''' | |||
| style="border:none; background-color:black; width: 30%;" colspan="4" | | |||
| style="border:none; background-color:black; width: 30%;" colspan="4" | '''''{{{Subclass2}}}''''' | |||
|- | |||
| Another rank | |||
|width="30%" colspan="4"| Col4 | |||
|width="30%" colspan="4"| Col4 | |||
|width="30%" colspan="4"| Col4 | |||
|- | |||
| style="width: 10%; border: none;" | | |||
| style="width: 7.5%; border: none;" | | |||
| style="width: 7.5%; border: none;" | | |||
| style="width: 7.5%; border: none;" | | |||
| style="width: 7.5%; border: none;" | | |||
| style="width: 7.5%; border: none;" | | |||
| style="width: 7.5%; border: none;" | | |||
| style="width: 7.5%; border: none;" | | |||
| style="width: 7.5%; border: none;" | | |||
| style="width: 7.5%; border: none;" | | |||
| style="width: 7.5%; border: none;" | | |||
| style="width: 7.5%; border: none;" | | |||
| style="width: 7.5%; border: none;" | | |||
|} | |||
Latest revision as of 11:15, 14 February 2017
<css> .makeThisBlue { background-color: blue; } </css>
Scratch Pad
Transclusion Testing
Abilities Template
Aggression
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. Does not include enemies in Squadsight range.
inline
text
Active Tree
Mouse-over
for more information.
| Rank | Ability | ||
Squaddie |
Take an action after dashing. |
Fire your Arc Thrower to incapacitate a target. | |
|---|---|---|---|
| Raider | Breacher | ||
Lance Corporal |
Special shot for primary-weapon shotguns only: Fire a shot that pierces two armor and has no range penalties. Uses 2 ammo. Three turn cooldown. |
Your arc thrower disorients the target when it misses. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Corporal |
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Three-turn cooldown. |
Fire your Arc Thrower to incapacitate a target and damage mechanical enemies. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Sergeant |
Activating Run & Gun grants +50% critical damage for the rest of the turn. |
Your Arc Thrower now has a bonus to hit. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown. |
Staff Sergeant |
Run and Gun cooldown is reduced by one turn. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks. |
Tech Sergeant |
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability. |
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Close Encounters cannot be used after Run and Gun is activated. |
Gunnery Sergeant |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. |
During enemy turns, fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. Will not trigger if soldier is concealed. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Master Sergeant |
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover. |
Fire your Arc Thrower at every visible enemy who is capable of being stunned. Five-turn cooldown. |
You do two additional points of base damage and one point of additional crit damage with your primary weapon. |
Table Finagling
| Col1 | Col12 | |||||||||||
| Rank | Ability | |||||||||||
| A rank | Col3 | Col3 | Col3 | Col3 | ||||||||
| {{{Subclass1}}} | {{{Subclass2}}} | |||||||||||
| Another rank | Col4 | Col4 | Col4 | |||||||||