Assault (LW2): Difference between revisions
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| '''Killer Instinct''' | | '''Killer Instinct''' | ||
''Activating Run & Gun grants +50% critical damage for the rest of the turn.'' | |||
| '''Stun Gunner''' | | '''Stun Gunner''' | ||
''Your Arc Thrower now has a bonus to hit. Specifically: +20 to-hit, increases up to a maximum of +30 as Arc Thrower technology improves.'' | |||
| '''Fortify''' | | '''Fortify''' | ||
''Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a ??-turn cooldown.'' | |||
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| Extra Conditioning | | Extra Conditioning | ||
Revision as of 16:40, 21 January 2017
Assault: Primary: Rifle, SMG or Shotgun(default); Secondary: Arc Thrower
They begin with the skills: Run And Gun, Stun.
| Raider | Support | Breacher |
|---|---|---|
| Slug Shot
Special shot for primary-weapon shotguns only: Fire a shot that pierces two armor and has no range penalty. Three turn cooldown. |
Electroshock
Your arc thrower disorients the target when it misses. |
Lightning Reflexes
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each shot. Specifically: -100 to hit for the first shot, -80 for the second, -60 for the third, -40 for the fourth, and -20 for the fifth. Further reaction shots are at normal to-hit chances. |
| Trench Gun
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Three-turn cooldown. |
Arc Pulser
Fire your Arc Thrower to incapacitate a target and damage mechanical enemies. Reduces enemy hack defense by 20. Can use every other turn. |
Close and Personal
Confers +30 critical chance against adjacent targets. The bonus declines by 5% for each additional tile of distance from the target, down to 0% at 7 or more tiles. |
| Killer Instinct
Activating Run & Gun grants +50% critical damage for the rest of the turn. |
Stun Gunner
Your Arc Thrower now has a bonus to hit. Specifically: +20 to-hit, increases up to a maximum of +30 as Arc Thrower technology improves. |
Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a ??-turn cooldown. |
| Extra Conditioning | Aggression | Formidable |
| Hit and Run | Rapid Fire | Close Encounter |
| Bring 'Em On | Close Combat Specialist | Untouchable |
| Street Sweeper | Chain Lightning | Lethal |