Difference between revisions of "SPARK (LW2)"
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+ | These high-powered robotic units can unleash devastating frontline attacks or absorb incoming fire and protect the squad. | ||
+ | |||
Sparks are 34% more expensive for infiltration. | Sparks are 34% more expensive for infiltration. | ||
<!-- TODO: All abilities have templates ready to go, e.g. {{ Template:Kill Zone (LW2) | text=1 }} --> | <!-- TODO: All abilities have templates ready to go, e.g. {{ Template:Kill Zone (LW2) | text=1 }} --> | ||
+ | |||
+ | == Abilities == | ||
+ | <!-- Note: SPARK Units additionally have a Hack ability, which doesn't fit in this template --> | ||
+ | {{Class Tree (LW2)| | ||
+ | |b_spark = 1 | ||
+ | |Squaddie1= {{Overdrive (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |Squaddie2= {{Arsenal (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |Squaddie3= {{Mechanical Chassis (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |Subclass1= Future Combat | ||
+ | |Subclass2= War Machine | ||
+ | |LCorporal1= {{Shredder (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |LCorporal2= {{Iron Skin (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |LCorporal3= {{Combat Awareness (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |Corporal1={{Rainmaker (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |Corporal2={{Bulwark (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |Corporal3={{Adaptive Aim (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |Sergeant1={{Strike (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |Sergeant2={{Formidable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |Sergeant3={{Cool Under Pressure (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |StaffSgt1={{Intimidate (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |StaffSgt2={{Repair (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |StaffSgt3={{Guardian (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |TechSgt1={{Channeling Field (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |TechSgt2={{Wrecking Ball (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |TechSgt3={{Holo Targeting (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |GunSgt1={{Bombard (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |GunSgt2={{Damage Control (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |GunSgt3={{Hunter Protocol (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |MSgt1={{Sacrifice (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |MSgt2={{Impact Fields (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |MSgt3={{Nova (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | }} | ||
+ | |||
+ | |||
== Stat Progression == | == Stat Progression == | ||
{{Stat Progression (LW2) | {{Stat Progression (LW2) |
Revision as of 08:13, 3 February 2017
These high-powered robotic units can unleash devastating frontline attacks or absorb incoming fire and protect the squad.
Sparks are 34% more expensive for infiltration.
Abilities
Mouse-over for more information.
Rank | Ability | ||
Squaddie |
Take three actions this turn, and no action is turn-ending. Multiple Standard Shots incur a small recoil penalty. |
The BIT can equip and fire heavy weapons. |
This unit is immune to fire and poison damage. |
---|---|---|---|
Future Combat | War Machine | ||
Lance Corporal |
Your primary weapon attacks shred armor. |
Iron Skin Incoming melee damage is reduced by 3. |
Grants 15 defense and an armor point when in overwatch. |
Corporal |
Equipped heavy weapons deal +2 damage and have increased area of effect. |
Gain a bonus point of Armor, and always provide high cover to all adjacent squadmates. |
When Overdrive is active, Standard Shots do not incur recoil penalties. |
Sergeant |
Attack any enemy within movement range with a powerful melee attack. |
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Staff Sergeant |
When targeted by an attack, the enemy has a chance to panic. |
Send the BIT to a damage robotic ally and repair it. Advanced BITs can repair slightly more. |
With every successful Overwatch shot, there is a 50% chance that another shot will be taken. |
Tech Sergeant |
Every time you are targeted, part of the energy is channeled to your primary weapon. This energy is unleashed with your next Standard Shot. |
While Overdrive is active, break through walls and cover when moving. |
Holotarget your enemy to grant an aim bonus to all attacks on this target by you and your allies for the remainder of the turn. |
Gunnery Sergeant |
Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage. |
After taking damage, gain two armor through the end of the next turn. |
When an enemy is revealed, there is a 33% chance to take a free Overwatch shot. |
Master Sergeant |
Generate a protective field which redirects any attacks against allies inside it towards you. Gain bonus defense and armor while active. |
Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown. |
Release a blast of energy, damaging all nearby enemies. This attack has no cooldown, but consecutive Novas will damage the SPARK. |
Stat Progression
This class also gains 3 points of strength, though it's not clear what that does.
Though SPARK units don't gain health from leveling, they do start with a high health pool of 12 normal HP and 5 ablative HP.
See Also
XCOM Units in Long War 2 | ||||||||||||||||||||||||||
Starting |
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Unlockable |
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