Difference between revisions of "User:Tvol/Sandbox"

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Revision as of 21:31, 6 February 2017

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Scratch Pad

UIPerk runandgun.png

Abilities Template

Aggression
* Gain +5 critical chance for each enemy you can see, up to a maximum of 30. * Units visible at squadsight ranges do confer bonus.
Aggression
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. Does not include enemies in Squadsight range.


Aggression


inline

Run and Gun

text


Aggression

Active Tree

Mouse-over XCOM2 infoIcon custom 1.png for more information.

Rank Ability
Squaddie
Squaddie
Run and Gun
* Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. * Run and Gun has a 3 turn cooldown.
Take an action after dashing.
Stun
* The Arc Thrower is effective anywhere in the soldier's sight range, doing no damage but stunning targets for their next turn if it hits. * Improved versions can extend the duration of the stun effect. * Requires one action and ends the soldier's turn when fired. * Can Use every other turn. * Ineffective against mechanized units without additional soldier training.
Fire your Arc Thrower to incapacitate a target.
Raider Breacher
Lance Corporal
Lance Corporal
Slug Shot
* Special shot for primary-weapon shotguns only: Fire a shot with no range penalties. * The shot will pierce two armor points. * Three-turn cooldown. * Requires 2 ammo.
Special shot for primary-weapon shotguns only: Fire a shot that pierces two armor and has no range penalties. Uses 2 ammo. Three turn cooldown.
Electroshock
* A miss with your Arc Thrower still disorients non-robotic targets.
Your arc thrower disorients the target when it misses.
Lightning Reflexes
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Corporal
Corporal
Trench Gun
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Three-turn cooldown.
Arc Pulser
Fire your Arc Thrower to incapacitate a target and damage mechanical enemies.
Close and Personal
* Confers +30 critical chance against adjacent targets. * Bonus reduced by 5% for each additional tile of distance from the target, down to 0% at 7 or more tiles.
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Sergeant
Sergeant
Killer Instinct
Activating Run & Gun grants +50% critical damage for the rest of the turn.
Stun Gunner
Your Arc Thrower now has a bonus to hit.
Fortify
* Activate to grant the soldier +20 defense until the beginning of the soldier's next turn. * Does not cost an action. Has a 5-turn cooldown.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown.
Staff Sergeant
Staff Sergeant
Extra Conditioning
Run and Gun cooldown is reduced by one turn.
Aggression
* Gain +5 critical chance for each enemy you can see, up to a maximum of 30. * Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Formidable
* Formidable reduces explosive damage taken by 50%. * It grants two points of Ablative HP
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
Tech Sergeant
Tech Sergeant
Hit and Run
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon.
Rapid Fire
* Rapid Fire has no cooldown, making it a devastating ability for dealing ranged damage.
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability.
Close Encounters
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Close Encounters cannot be used after Run and Gun is activated.
Gunnery Sergeant
Gunnery Sergeant
Bring 'Em On
* Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. * Units visible at squadsight ranges do confer bonus.
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8.
Close Combat Specialist
During enemy turns, fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. Will not trigger if soldier is concealed.
Untouchable
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Master Sergeant
Master Sergeant
Street Sweeper
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover.
Chain Lightning
Fire your Arc Thrower at every visible enemy who is capable of being stunned. Five-turn cooldown.
Lethal
You do two additional points of base damage and one point of additional crit damage with your primary weapon.


Table Finagling

Col1 Col12
Rank Ability
A rank Col3 Col3 Col3 Col3
{{{Subclass1}}} {{{Subclass2}}}
Another rank Col4 Col4 Col4