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Template:Hit and Run (LWR): Difference between revisions

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[[File:ALIEN LEAP.png|32px|{{{align|center}}}|Hit and Run]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (LWR)#Hit and Run|Hit and Run]]'''{{#if:{{{text|}}}|<br/>''The first shot taken at a [[Other_Abilities_(LWR)#Idle / Preoccupied|preoccupied]] target or target that was damaged this turn will leave this unit with 1 AP, but prevents the use of non-mobility actions until this unit reaches 0 AP.
[[File:ALIEN LEAP.png|32px|{{{align|center}}}|Hit and Run]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (LWR)#Hit and Run|Hit and Run]]'''{{#if:{{{text|}}}|<br/>''
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<b>Finesse:</b> After triggering, this unit can still use officer, psionic, and non-arm-based MEC actions.<br>
The first shot taken at a preoccupied target or target damaged each turn will leave this unit with 1 AP, but limits this unit to using only mobility, officer, psionic, and non-arm-based MEC actions until they reach 0 AP. After repositioning, shots gain +25% crit damage until next turn.
<b>Precision:</b> Those shots gain +20 penetration and +20 aim.<br>
 
<b>Zeal:</b> Those shots gain +40% crit damage.<br>
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Latest revision as of 14:31, 23 February 2026

Hit and Run
Hit and Run