XCOM 2
[WOTC] Spark Classes for LWOTC/Tedjam [WIP]
 This topic has been pinned, so it's probably important
Alastor The Puppet  [developer] 8 Jun @ 4:29pm
Spark: Artillery
Weapons
Primary: Heavy Cannon
Secondary: Ordnance Launcher
Equipment: Grenades x3

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

-Long Watch: Allow Overwatch to trigger with Squadsight.

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

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

-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
-Steady Hands: If you did not move last turn, gain +10 Aim and +10 Critical chance.

-Boosted Cores: Explosive grenades and any damage over time effects inflicted by grenades do one additional damage.

-Shellshock: Your grenades and gauntlet rockets decrease enemy aim by 10 and critical chance by 15 for 1 turn(s).

Knight
-Avenger: Once per turn, take a reaction shot with your assault rifle at a visible enemy that has taken an offensive action. The reaction shot ignores cover bonuses.

-Watch Them Run: After throwing or launching a grenade, you will automatically enter overwatch.

-Smoker: Grants one free smoke grenade item to your inventory.

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

-Bombardier: You may throw or launch grenades two additional tiles.

-Bluescreen Bombs: Your flashbang grenades now disorient robotic units and reduce their resistance to hacking.

Vanguard
-Lead The Target: Grants a +20% increased chance to hit, but delays the shot until the target takes an action on their turn. Costs two actions and has a 3 turn cooldown.

-Tandem HEAT Warheads: Your grenades now pierce up to 2 point(s) of armor, shred 0 additional point(s) of armor, and do full damage to units to the maximum extent of their area of effect.

-Dense Smoke: Your smoke grenades confer an additional 10 defense. Also grants one free Smoke Grenade.

Paladin
-Stiletto: Shots fired with your primary weapon pierce 3 armor.

-Biggest Booms: Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage).

-Sting Grenades: Your flashbang grenades have a 50% chance to stun enemies.

Champion
-Lone Wolf: Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.

-Volatile Mix: Your grenades' area of effect is increased by one tile.

-Flashbanger: Grants 1 free flashbang item to your inventory.

Templar
-Concentration: Your grazing attacks are automatically upgraded to normal hits.

-Full Kit: Grants +1 charge per grenade item in a utility slot.

-Ghost Grenade: A specialized smoke grenade that causes the targeted ally to enter concealment.