XCOM 2
[WOTC] Spark Classes for LWOTC/Tedjam [WIP]
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Alastor The Puppet  [開發人員] 6 月 8 日 下午 4:27
Spark: Defender
Weapons
Primary: Spark Minigun
Secondary: Spark Shield
Equipment: None

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

-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.

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

Aspirant
-Covering Fire: Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses.

-Bulwark: Gain a point of armor and always provide high cover to all adjacent squadmates.

-Blademaster: All melee attacks deal +1 extra damage and have +10 Aim.

Knight
-Sentinel: When in overwatch, you may take two reaction shots.

-Formidable: Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.

-Lockdown: Gain +20 to hit against enemies who attempt to move when suppressed.

Cavalier
-Cool Under Pressure: You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.

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

-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.

Vanguard
-Ever Vigilant: If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.

-Enhanced Defensive Systems: Grants the Sacrifice and Channeling Field abilities, allowing the SPARK to redirect attacks from nearby allies towards itself, and increasing the SPARK's damage after being targeted by any attack.

-Danger Zone: Area Suppression suppresses enemies in a 5-tile radius.

Paladin
-Lock 'N Load: Kills with your primary weapon restore 1 ammo.

-Well Protected: Grants a vest only utility slot.

-Predator: Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.

Champion
-Kill Zone: Take a reaction shot against any enemy that moves or attacks within a cone of fire.

-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%.

-Demolition: Unleash a volley of bullets at your target's cover, significantly damaging or destroying it. Deals no damage to your target.

Templar
-Ready For Anything: Enter overwatch after firing a turn ending standard shot with your primary weapon.

-Saturation Fire: Fire a cone shaped barrage of bullets at every enemy in an area. In addition, the cover of those enemies can be damaged or destroyed. Uses a lot of ammunition.

-Impact Compensation: After taking damage, gain a stacking 25% Damage reduction until the end of your turn up to a maximum of 4 stacks.