XCOM 2
[WOTC] Spark Classes for LWOTC/Tedjam [WIP]
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Spark: Oppressor
Weapons
Primary: Spark Shotgun
Secondary: Spark Bit
Equipment: Bit Heavy Weapon

Skills
Squire
-Overdrive: Take three actions this turn, and no action is turn-ending. Multiple Standard Shots incur a small recoil penalty.

-Strike: Attack any enemy within movement range with a powerful melee attack.

-Dedicated Suppression: Taking damage no longer cancels Suppression and Area Suppression.

-Suppression: Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression.

-Area Suppression: Fire a barrage that pins down multiple targets within a 4-tile radius, granting reaction fire against anyone that moves, and imposing a -25 penalty to all targets' aim until suppression is removed. Cannot be used when concealed.

-Reboot: If the SPARK takes enough damage to be killed, its health will be reduced to just 1 HP and it will be shielded for the rest of the turn. Can only trigger once every mission, and afterwards the SPARK is crippled.

-Repair: Send the BIT to a damaged robotic ally and heal it, neutralize acid, and repair all shredded armor.

-Mechanical Chassis: This unit is immune to fire and poison damage.

Aspirant
-Slug Shot: Special shot for primary-weapon shotguns only: Fire a shot that pierces 2 armor and has no range penalties. Uses 1 ammo. Has a 2 turn cooldown.

-Enhanced Layered Armor (XCOM): This unit can only take 40% of their max HP per turn. Damage per turn above this limit is reduced by 75%.

-Neutralize Protocol: Launch the BIT to a location, disabling enemy weapons in a small radius and forcing them to reload. Costs 1 action and does not end the turn.

Knight
-Trench Gun: Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown.

-Enhanced Targeting Systems: Grants the Adaptive Aim and Holo Targeting abilities, improving the SPARK's ability to take multiple shots while Overdrive is active and improving the squad's ability to hit targets the SPARK shoots.

-Aggression: Gain +5 critical chance for each enemy you can see, up to a maximum of 30.

Cavalier
-Implacable: If you score one or more kills on your turn, you are granted a single bonus move.

-Assault Servos: Grants +2 damage and +10 aim to all Strike attacks. Also grants the Wrecking Ball ability.

-Rainmaker: Equipped heavy weapons deal +2 damage and have increased area of effect.

Vanguard
-Mayhem: Gain 25% bonus damage against enemies who attempt to move when suppressed.

-Damage Control: After taking damage, gain 2 armor through the end of the turn.

-Bring 'Em On: Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives.

Paladin
-Apex Predator: Critical hits with your primary weapon have a chance to panic the target and nearby enemies.

-Zone of Control: All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.

-Bombard: Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage.

Champion
-Traverse Fire: After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.

-Nova: Release a blast of energy, damaging all nearby units. This attack has no cost or cooldown, but consecutive Novas will damage the SPARK.

-Salvo: Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.

Templar
-Street Sweeper: Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover.

-Brawler: Take 35% less damage from any melee attack, or attacks from within 5 tiles.

-Extended Reserves: Gain an additional use of equipped Heavy Weapons and Bombard.