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. |
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− | Sparks are 34% more expensive for infiltration. |
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+ | * SPARK Armor: All SPARKs are built with simple metallic plates to cover their core systems. |
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− | <!-- TODO: All abilities have templates ready to go, e.g. {{ Template:Kill Zone (LW2) | text=1 }} --> |
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+ | * Primary Weapon: ''Heavy Autocannon'' |
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− | == Stat Progression == |
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+ | * Secondary Weapon: ''SPARK BIT'' |
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− | {| class="wikitable" |
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+ | * Heavy Weapon: ''Shredder Gun'' |
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− | !Rank!!Health!!Offense!!Mobility!!Dodge!!Hacking |
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+ | SPARKs do not have utility slots like regular soldiers. Instead they have a single Heavy Weapon slot which by default contains the Shredder Gun. After researching appropriate projects, this can be swapped out for the improved Shredstorm Cannon or a Plasma Blaster. |
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− | |- |
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+ | |||
− | |Squaddie|| 0 || 2 || 0 || 0 || 5 |
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+ | The SPARK BIT has the ability to remotely hack targets just like the Specialist's GREMLIN. |
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− | |- |
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+ | |||
− | |Lance Corporal|| 0 || 2 || 0|| 0 || 0 |
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+ | SPARKs are more expensive for infiltration. |
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− | |- |
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+ | |||
− | |Corporal|| 0 || 2 || 0 || 0 || 0 |
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+ | == Abilities == |
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− | |- |
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+ | {{SPARK Tree (LW2) |
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− | |Sergeant|| 0 || 2 || 0 || 0 || 0 |
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+ | |Squire1= {{Overdrive (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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− | |- |
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+ | |Squire2= {{Arsenal (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1}} |
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− | |Staff Sergeant|| 0 || 2 || 0 || 0 || 0 |
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+ | |Squire3= {{Mechanical Chassis (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1}} |
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− | |- |
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+ | |Squire4= {{Hack (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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− | |Tech Sergeant|| 0 || 2 || 0 || 0 || 0 |
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+ | |Subclass1= Future Combat |
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− | |- |
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+ | |Subclass2= War Machine |
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− | |Gunnery Sergeant|| 0 || 2 || 0 || 0 || 0 |
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+ | |Aspirant1= {{Adaptive Aim (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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− | |- |
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+ | |Aspirant2= {{Body Shield (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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− | |Master Sergeant|| 0 || 2 || 0 || 0 || 0 |
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+ | |Aspirant3= {{Combat Awareness (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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− | |- |
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+ | |Knight1={{Rainmaker (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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− | |Total|| 0 || 16 || 0 || 0 || 5 |
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+ | |Knight2={{Bulwark (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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− | |} |
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+ | |Knight3={{Shredder (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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+ | |Cavalier1={{Strike (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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+ | |Cavalier2={{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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+ | |Cavalier3={{Holo Targeting (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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+ | |Vanguard1={{Intimidate (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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+ | |Vanguard2={{Repair (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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+ | |Vanguard3={{Guardian (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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+ | |Paladin1={{Bombard (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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+ | |Paladin2={{Channeling Field (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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+ | |Paladin3={{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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+ | |Champion1={{Wrecking Ball (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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+ | |Champion2={{Damage Control (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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+ | |Champion3={{Nova (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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+ | |Templar1={{Sacrifice (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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+ | |Templar2={{Impact Fields (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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+ | |Templar3={{Hunter Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}} |
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+ | }} |
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+ | |||
+ | == Stat Progression == |
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+ | {{Stat Progression (SPARK)(LW2) |
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+ | | i_health0 = 0 |
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+ | | i_offense0 = 2 |
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+ | | i_mobility0 = 0 |
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+ | | i_dodge0 = 0 |
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+ | | i_hacking0 = 30 |
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+ | | i_health1 = 0 |
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+ | | i_offense1 = 2 |
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+ | | i_mobility1 = 0 |
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+ | | i_dodge1 = 0 |
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+ | | i_hacking1 = 5 |
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+ | | i_health2 = 0 |
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+ | | i_offense2 = 2 |
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+ | | i_mobility2 = 0 |
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+ | | i_dodge2 = 0 |
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+ | | i_hacking2 = 5 |
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+ | | i_health3 = 0 |
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+ | | i_offense3 = 2 |
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+ | | i_mobility3 = 0 |
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+ | | i_dodge3 = 0 |
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+ | | i_hacking3 = 5 |
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+ | | i_health4 = 0 |
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+ | | i_offense4 = 3 |
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+ | | i_mobility4 = 0 |
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+ | | i_dodge4 = 0 |
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+ | | i_hacking4 = 5 |
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+ | | i_health5 = 0 |
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+ | | i_offense5 = 3 |
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+ | | i_mobility5 = 0 |
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+ | | i_dodge5 = 0 |
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+ | | i_hacking5 = 5 |
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+ | | i_health6 = 0 |
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+ | | i_offense6 = 3 |
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+ | | i_mobility6 = 0 |
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+ | | i_dodge6 = 0 |
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+ | | i_hacking6 = 5 |
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+ | | i_health7 = 0 |
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+ | | i_offense7 = 3 |
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+ | | i_mobility7 = 0 |
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+ | | i_dodge7 = 0 |
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+ | | i_hacking7 = 5 |
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+ | }} |
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This class also gains 3 points of strength, though it's not clear what that does. |
This class also gains 3 points of strength, though it's not clear what that does. |
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− | Though SPARK units don't gain health from leveling, they do start with a high health pool of |
+ | Though SPARK units don't gain health from leveling, they do start with a high health pool of 11 normal HP and 5 ablative HP. |
+ | |||
==See Also== |
==See Also== |
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{{XCOM_Units_Navbar_(LW2)}} |
{{XCOM_Units_Navbar_(LW2)}} |
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− | [[Category: Long War 2]] |
+ | [[Category:Soldiers (Long War 2)]] |
− | [[Category: Soldiers (Long War 2)]] |
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− | [[Category: Classes (Long War 2)]] |
Revision as of 17:22, 26 May 2017
These high-powered robotic units can unleash devastating frontline attacks or absorb incoming fire and protect the squad.
- SPARK Armor: All SPARKs are built with simple metallic plates to cover their core systems.
- Primary Weapon: Heavy Autocannon
- Secondary Weapon: SPARK BIT
- Heavy Weapon: Shredder Gun
SPARKs do not have utility slots like regular soldiers. Instead they have a single Heavy Weapon slot which by default contains the Shredder Gun. After researching appropriate projects, this can be swapped out for the improved Shredstorm Cannon or a Plasma Blaster.
The SPARK BIT has the ability to remotely hack targets just like the Specialist's GREMLIN.
SPARKs are more expensive for infiltration.
Abilities
Mouse-over for more information.
Rank | Ability | |||||||||||
Squire |
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. |
Attempt to remotely breach security on a network access point with your GREMLIN. | ||||||||
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Future Combat | War Machine | |||||||||||
Aspirant |
When Overdrive is active, Standard Shots do not incur recoil penalties. |
A targeted enemy receives -20 aim and -50 critical chance against the soldier. |
Grants 15 defense and an armor point when in overwatch. | |||||||||
Knight |
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. |
Your primary weapon attacks shred armor. | |||||||||
Cavalier |
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. |
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. | |||||||||
Vanguard |
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. | |||||||||
Paladin |
Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage. |
Every time you are targeted, part of the energy is channeled to your primary weapon. This energy is unleashed with your next Standard Shot. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. | |||||||||
Champion |
While Overdrive is active, break through walls and cover when moving. |
After taking damage, gain two armor through the end of the next turn. |
Release a blast of energy, damaging all nearby enemies. This attack has no cooldown, but consecutive Novas will damage the SPARK. | |||||||||
Templar |
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. |
When an enemy is revealed, there is a 33% chance to take a free Overwatch shot. | |||||||||
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 11 normal HP and 5 ablative HP.
See Also
XCOM Units in Long War 2 | ||||||||||||||||||||||||||
Starting |
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Unlockable |
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