Technical (LW2): Difference between revisions
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''Special flamethrower shot that does limited damage, but has a 33% chance to set enemies in the area of effect on fire and forces enemies to change their position.'' | ''Special flamethrower shot that does limited damage, but has a 33% chance to set enemies in the area of effect on fire and forces enemies to change their position.'' | ||
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| | | '''Biggest Booms''' | ||
| | ''Your grenades and standard rockets can inflict critical damage (50% chance for +2 damage).'' | ||
| | | '''Fortify''' | ||
''Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Five-turn cooldown.'' | |||
| '''Napalm-X''' | |||
''Your Flamethrower can now disorient or panic enemies. Enemy units must pass a will check to avoid negative effects.'' | |||
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Revision as of 23:30, 21 January 2017
Technical: Primary: Rifle(default), SMG or Shotgun; Secondary: Gauntlet
| Rocketeer | Fireman | |
|---|---|---|
| Fire in the Hole
Your rockets are more accurate. Reduces maximum rocket scatter by two tiles. |
Suppression
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposes a -30 penalty to the target's aim. If multiple targets suppress a target, the aim penalty will stack. Suppression is canceled if the suppressing unit is damaged. Costs two ammo. |
Roust
Special flamethrower shot that does limited damage, but has a 33% chance to set enemies in the area of effect on fire and forces enemies to change their position. |
| Biggest Booms
Your grenades and standard rockets can inflict critical damage (50% chance for +2 damage). |
Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Five-turn cooldown. |
Napalm-X
Your Flamethrower can now disorient or panic enemies. Enemy units must pass a will check to avoid negative effects. |