Difference between revisions of "Template:CombatSims (LW2)"
Jump to navigation
Jump to search
m (added Depth Perception numbers, removed duplicate Fire Control entry) |
(Grabbed detailed effect descriptions from the localization files; added icons for most entries;) |
||
Line 1: | Line 1: | ||
+ | Values inside ( ) are after GTS Project | ||
{| class="wikitable" width="75%" style="text-align: center" | {| class="wikitable" width="75%" style="text-align: center" | ||
− | !Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior | + | !Icon !! Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior |
|- | |- | ||
− | |Agility|| +Dodge || 10 - 15 || 15 - 20 || 20-25 | + | | [[File:LW_implants_dodge.png|32px]] || Agility || +Dodge || 10 - 15 || 15 - 20 || 20-25 |
|- | |- | ||
− | |Conditioning|| +Health || 1 || 2 || 3 | + | | || Conditioning || +Health || 1 || 2 || 3 |
|- | |- | ||
− | |Defense|| +Defense || 3 - 5 || 6 - 8 || 9 - 10 | + | | [[File:LW_implants_defense.png|32px]] || Defense || +Defense || 3 - 5 || 6 - 8 || 9 - 10 |
|- | |- | ||
− | |Focus *|| +Will || 10 - 15 || 15 - 20 || 20 - 25 | + | | || Focus * || +Will || 10 - 15 || 15 - 20 || 20 - 25 |
|- | |- | ||
− | |Fire Control|| Do not take Overwatch shot below (x)% chance to hit || 25 || 50 || 75 | + | | [[File:LW_implants_firecontrol.png|32px]] || Fire Control || Do not take Overwatch shot below (x)% chance to hit || 25 || 50 || 75 |
|- | |- | ||
− | |Hacking|| +Hacking || 5 - 7 || 8 - 11 || 12 - 15 | + | | [[File:LW_implants_hacking.png|32px]] ||Hacking || +Hacking || 5 - 7 || 8 - 11 || 12 - 15 |
|- | |- | ||
− | |Perception|| +Aim || 3 - 4 || 5 - 6 || 7 - 8 | + | | || Perception || +Aim || 3 - 4 || 5 - 6 || 7 - 8 |
|- | |- | ||
− | |Psi|| +PsiOffense || 3 - 5 || 6 - 8 || 9 - 10 | + | | || Psi || +PsiOffense || 3 - 5 || 6 - 8 || 9 - 10 |
|- | |- | ||
− | |Speed|| +Mobility || 1 || 2 || 3 | + | | || Speed || +Mobility || 1 || 2 || 3 |
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
+ | (*) tier 1 and tier 2 are actually the same in the table | ||
+ | |||
{| class="wikitable" width="75%" style="text-align: center" | {| class="wikitable" width="75%" style="text-align: center" | ||
− | !Personal Combat Sim !! Effect | + | !Icon !! Personal Combat Sim !! Effect |
− | |- | + | |- <!-- Absorption Fields is the internal name for Impact Fields --> |
− | | | + | | [[File:LW_implants_impactfield.png|32px]] || Impact Fields || Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown (including the turn in which it was activated). Uses one action and doesn't automatically end your turn. Armor-Piercing weapons do not mitigate this effect. |
|- | |- | ||
− | |Body Shield|| | + | | [[File:LW_implants_bodyshield.png|32px]] || Body Shield || A targeted enemy receives -20 aim and -50 critical chance against the soldier. |
|- | |- | ||
− | |Combat Awareness|| | + | | [[File:LW_implants_threatassessment.png|32px]] || Combat Awareness || Gain 15 defense and an armor point when in overwatch. |
|- | |- | ||
− | |Combat Rush || | + | | [[File:LW_implants_combatrush.png|32px]] || Combat Rush || Combat Rush triggers when you kill an enemy unit and provides allies within seven tiles +10 aim, +10 critical chance and +1 mobility. The effect lasts until the end of the following turn after the kill. It can only trigger every five turns. |
|- | |- | ||
− | |Damage Control || After taking damage, gain | + | | [[File:LW_implants_damagecontrol.png|32px]] || Damage Control || Your armor hardens temporarily after an impact. After taking damage, gain two armor through the end of the next turn. Taking multiple hits on successive turns extends the timer. |
|- | |- | ||
− | |Depth Perception|| | + | | [[File:LW_implants_depthperception.png|32px]] || Depth Perception || Gain 5 aim and reduce enemies' dodge by 25 when at a higher elevation than your target. |
|- | |- | ||
− | |Emergency Life Support || | + | | [[File:LW_implants_emergencylifesupport.png|32px]] || Emergency Life Support || Emergency Life Support make the first check for bleeding out each mission an automatic success. Adds two turns to the bleedout timer. |
|- | |- | ||
− | |Hyper-Reactive Pupils || +10 aim for next shot with primary weapon after a | + | | [[File:LW_implants_hyperreactivepupils.png|32px]] || Hyper-Reactive Pupils || Gain +10 aim for your next shot with your primary weapon after a miss. Bonus applies until the next time you hit a target or the mission ends. Area-of-Effect-based shots do not induce the bonus. |
|- | |- | ||
− | |Iron Skin || | + | | [[File:LW_implants_ironskin.png|32px]] || Iron Skin || Incoming melee damage is reduced by 3. |
|- | |- | ||
− | |Smart Macrophages || | + | | [[File:LW_implants_smartmacrophages.png|32px]] || Smart Macrophages || The number of hit points you lost during a battle, which is used to calculate time out wounded, is reduced by one. You are immune to poison and acid. |
|- | |- | ||
|} | |} |
Revision as of 07:03, 10 February 2017
Values inside ( ) are after GTS Project
(*) tier 1 and tier 2 are actually the same in the table