Open main menu

Skills

Revision as of 20:08, 4 March 2020 by Deshiba (talk | contribs) (Celestian)

Every level above 1 grants a hero 5 skill points to use on hero upgrades.

Contents

Global

Skill   Requirements Effects
  Piloting 5 The hero can now equip Tier I and Tier II vehicles.
  Piloting (Advanced) 10 Level 8, Piloting The hero can now equip Tier III vehicles.
  Dead Eye 1 2 All attacks gain 5% more   accuracy and critical chance.
  Dead Eye 2 4 Dead Eye 1 All attacks gain 5% more   accuracy and critical chance.
  Dead Eye 3 6 Dead Eye 2 All attacks gain 5% more   accuracy and critical chance.
  Close Quarters Specialist 1 2 Increase damage dealt with melee weapons by 10%.
  Close Quarters Specialist 2 4 Close Quarters Specialist 1 Increase damage dealt with melee weapons by 10%.
  Close Quarters Specialist 3 6 Close Quarters Specialist 2 Increase damage dealt with melee weapons by 10%.
  Ranged Specialist 1 2 Increase damage dealt with ranged weapons by 10%.
  Ranged Specialist 2 4 Ranged Specialist 1 Increase damage dealt with ranged weapons by 10%.
  Ranged Specialist 3 6 Ranged Specialist 2 Increase damage dealt with ranged weapons by 10%.
  Vitality 1 2 The Hero Gains 10 .
  Vitality 2 4 Vitality 1 The Hero Gains 10 .
  Vitality 3 6 Vitality 2 The Hero Gains 10 .
  Air Commander 4 All Air units in the hero's army deal 10% additional damage.
  • Only functions when the hero is the army's commander
  All-round Awareness 4 Level 6 The hero can no longer be flanked.
  Counter Attack 3 Level 4 Melee Overwatch can no longer be cancelled by stagger, and will never miss.
  Ground Commander 4 All Heavy Ground units in the hero's army deal 10% additional damage.
  • Only functions when the hero is the army's commander
  Infantry Commander 4 All Light Ground units in the hero's army deal 10% additional damage.
  • Only functions when the hero is the army's commander
  Modular Extension 8 Level 8 Allows the hero to equip an extra mod.
  Steady Aim 2 Attacks with ranged weapons are 15% more   accurate when fired from cover.
  Watchman 2 Level 4 The hero gains overwatch on all primary ranged attacks, and has increased 20%  accuracy with overwatch attacks.

Faction

Amazon

Skill   Requirements Effects
  Animal Discipline 3 Level 4 Animals units in this hero's stack are more strictly handled and taken care of, giving Animal and Mounted units +5  and +200 .
  • Only functions when the hero is the army's commander
  Biology Expert 3 The hero trains its army on the properties of Biochemical weapons and how to improve their bodies, giving Biological units in the army +2 .
  • Only functions when the hero is the army's commander
  Call of the Wild 8 Level 12 Active Ability: Full action  

100%  1 
Call a random wildlife unit to an adjacent hex to aid you in combat.

  • Only affects ground targets
  • Can only be used once per battle
  Ranger Training 3 Level 8 The hero trains their units in the art of forest stealth. All units in the stack gain Template:Blue.
  • Only functions when the hero is the army's commander
  Renewal 4 Heal a friendly Biological or Cyborg unit for +5 .
  Visual Acuity 3 The hero gains one extra hex of range when in cover.
  War Cry 4 Level 4 Active Ability: Full action  

100%  0 
Friendly units within 2 hexes of the hero gain 20% increased damage for 3 .

  • Can only be used once per battle

Assembly

Skill   Requirements Effects
  Assimilate 2 This unit repairs itself with parts from its foes. Successfully melee attacking non-Mineral and non-Ethereal units heals this unit for +6  per hit.
  Battlefield Repairs 4 Level 4 Being an expert in repairs, the hero heals each Cyborg and Mechanical unit in the army for +12  after each battle.
  • Only functions when the hero is the army's commander.
  Cybernetic Overdrive 3 Level 4 Active Ability: Single action  

100%  7 
The hero can manipulate friendly Cyborg units. Target friendly Cyborg unit has all their action points refilled.

  • Doesn't work on units that are unable to move and take actions.
  • Can only be used once per battle
  Nanite Boosters 3 Advanced nanite boosters provide all units in the army with +2 resistance to all status effects.
  • Only functions when the hero is the army's commander.
  Stunning Discharge 3 Level 6 Active Ability: Single action  

100%  10  0 
The hero has a built in discharge module. When activated, it deals damage to all adjacent friendly and enemy units.

  • Stun: 8  strength chance to apply Stunned to non-Ethereal for 1 . If resisted, apply Static Charge instead.
  • Cooldown: 2 
  Stabilizers 2 Advanced stabilizers grant the hero one level of Stagger Resistance.
  Reassemble 5 Level 8 Active Ability: Single action  

100%  1 
Target a dead light Cyborg ground unit to bring it back to life with 50% of its max  . Target a living Cyborg to heal it for +35 . Cannot target self.

  • Only affects ground targets
  • Can only be used once per battle

Dvar

Skill   Requirements Effects
  Armorer 5 Level 6 All units in this hero's army gain +1 .
  • Only functions when the hero is the army's commander.
  Hardiness Training 3 Level 4 All units in this hero's army gain +2 resistance against status effects.
  • Only functions when the hero is the army's commander.
  Incentivize 3 Active Ability: Single action  

100%  1 
Target friendly Dvar unit gains Template:Blue, granting +400  until the end of combat.

  • Cooldown: 2 
  Juggernaut 2 The hero gains Template:Blue, allowing them to walk through obstacles. Doing so destroys the obstacle.
  Siege Master 5 All units in this hero's army gain +2 damage resistance in all channels while in cover.
  • Only functions when the hero is the army's commander.
  Stubborn 3 Level 4 The hero gains Template:Blue.
  Nitro Battery 5 Level 8 Active Ability: Single action  

100% } 1 
Charge up target Mechanical or Cyborg unit, dispelling all negative status effects and giving it Template:Blue, granting it Fast Movement and increasing its damage by 20% for 3 .

  • Cooldown: 1 

Kir'ko

Skill   Requirements Effects
  Echo of the Hivemind 2 Level 4 The hero provides an additional +2  to adjacent units with   Swarm Shield.
  Frenzied Assault 3 This unit's melee attacks give it Frenzy, adding +10% melee damage per successful melee attack, stacking with itself and lasting 2 
  Fury of the Swarm 4 Adjacent units with Swarm Shield gain +20% damage to all abilities.
  Guiding Presence 8 Level 12 Active Ability: Full action  

100%  0 
Grants all friendly units +25% accuracy and +2 maximum and optimal range for 2 .

  • Cooldown: 4 
  Invigorating Pheromones 3 Level 6 All Biological units in this hero's army gain +5 maximum  .
  Selfless Sacrifice 3 Active Ability: Single action  

100%  7 
This unit links itself to the target frienly unit. Damage dealt to the linked unit is reduced by 35% and is dealt to this unit instead. The effect lasts until end of combat. Absorb Pain cannot be used on Mechanical units, Colony Defenses or other units with Absorb Pain.

  • Can only be used once per battle
  Shrouded Step 3 Level 4 Active Ability: Leave one action  

100%  4 
Channeling their Psionic powers, this unit teleports themselves, spreading a cloud of obscuring smoke in a 1 hex radius around the target hex's location. Units inside that area are 40% harder to hit.

  • Cooldown: 3 

Syndicate

Skill   Requirements Effects
  Backstab 4 Level 6 Able to exploit any and all opportunities, this hero has the Template:Blue, dealing 25% more damage when flanking enemies.
  Subterfuge 3 Employing subterfuge, the hero gains Template:Blue.
  Strategic Operations Support 2 Operation strength is increased by +6  on operations that target sectors with this hero in them.
  Shield Battery 4 Level 4 A state-of-the-art shield battery increases the entire army's defenses. All units gain +1 .
  • Only functions when the hero is the army's commander
  Keen Sight 6 Hero gains Template:Blue, and has Template:Blue when using Overwatch.
  Deploy Cerebral Control Collars 6 Level 8 Active Ability: Full action  

100%  5 
Attempt to control target non-Mindless infantry unit. If successful, they are Mind Controlled. At the end of combat it turns into an Indentured in your service. If this fails, the target is instead Disabled for 1 .

  • Cooldown: 3 
  Escape Module 3 Level 4 When this unit's   drops below 0, they automatically teleport to a random position up to 3 hexes away and heal for 15 . Can happen only once per battle.

Vanguard

Skill   Requirements Effects
  Battle Plan 4 Level 8 Active Ability: Full action  

100%  0 
A well-conceived battle plan grants all friendly units +10% accuracy and +10% damage for 2 .

  • Can only be used once per battle
  Coordinated Strike 2 Level 4 Active Ability: Single action  

100%  9 
Mark an enemy unit for your forces to focus on. The target is 40% easier to hit until the end of the turn.

  • Cooldown: 2 
  Dig In 2 The hero is an an expert in taking cover and gains +2 resistance to all damage while in cover.
  Field Medicine 4 Expert field medicine heals all friendly units in the army for +6  each turn out of combat.
  • Only functions when the hero is the army's commander
  Iron Discipline 2 Level 4 Strong discipline gives the hero +3  resistance and makes them immune to   status and hazard effects.
  Martial Inspiration 4 Level 6 Heroic presence inspires all of your forces. All units in the hero's army gain +200 .
  • Only functions when the hero is the army's commander
  Rallying Cry 3 Active Ability: Full action  

100%  0 
The hero rallies their allies. All friendly units ignore morale penalties for 2 .

  • Can only be used once per battle

Secret tech

Celestian

Skill   Requirements Effects
  Aura of Guidance 4 Level 4 Every unit in the hero's army has 10% increased accuracy.
  • Only functions when the hero is the army's commander
  Compelling Presence 5 Level 8 Active Ability: Full action  

100%  3 
Target enemy unit has an 8  strength chance to be Mind Controlled, increasing to a 12  strength chance if the target is affected by Soulburn. If they survive until the end of combat, they are turned into a colonist. If this fails, the unit takes 22  damage.

  • Cooldown: 4 
  Deny the Wicked 4 Level 6 Every unit in the hero's army has 2 damage reduction in all channels against attacks from units with Soulburn.
  • Only functions when the hero is the army's commander
  Revealing Soul 4 Hero gains Template:Blue, and all units that attack the hero have a strength 8  chance of being afflicted with Soulburn.


Promethean

Skill   Requirements Effects
  Extermination Squad 4 Level 8 The hero is an expert at dealing with hostile environments. All units in the army deal 20% additional damage to Animal, Plant and Xenoplague units.
  • Only functions when the hero is the army's commander
  Fallout Protocols 3 All units in the hero's army gain +2  resistance.
  • Only functions when the hero is the army's commander
  Plasma Surge 3 Level 4 Active Ability: Full action  

100%  16  6 
This unit quickly surges to another hex, dealing damage to all adjacent units when it lands.

  • High Impact: Stagger units, reducing action points and cancelling defensive modes.
  • Incendiary: 8  strength chance to apply Burning to non-Ethereal and non-Mineral targets for 3 .
  • Only affects ground targets
  • Cooldown: 2 
  Purging Field 4 Level 6 Active Ability: Full action  

100%  1 
The hero launches a purging field modulator at the target location. All negative and positive effects are removed from all units within a 2 hex radius area of effect.

  • Can only be used once per battle

Psynumbra

Skill   Requirements Effects
  Anthem of the Abyss 4  Level 8 Active Ability: Full action  

100%  0 
All allies gain Dark Elation for 2 , granting +400  morale and 4  resistance. All enemy units gain Broken Mind for 2 .

  • Can only be used once per battle
  Devour Hope 3 Level 4 Active Ability: Single action  

100%  5 
Attempt to feed on the hope of target enemy unit, causing it to enter a state of despair. If this is successful, the caster heals for 20 .

  • Filled With Despair 8  strength chance to apply Filled with Despair to non-Mindless for 3 . If resisted, apply Broken Mind instead.
  • Cooldown: 1 
  Sadism 2 Level 6 This unit deals an additional +25% damage against units with low morale.
  Sinister Chorus 4 A sinister chorus permeates the air around the unit. All non-Mindless enemy units adjacent to this unit receive Sinister Melody, reducing their damage resistance by 2 and their accuracy by 20%.

Synthesis

Skill   Requirements Effects
  Assisted Breach 5 Level 6 Attacks by units in this hero's army bypass 1  and 1 .
  • Only functions when the hero is the army's commander
  Compromise Exploitation 4 Level 8 Units in this hero's stack have a strength 8  chance to apply Electrified when attacking Compromised units.
  • Only functions when the hero is the army's commander
  Disrupting Hack 2 Active Ability: Single action  

100%  5 
Send a disrupting wave to hack an area, Compromising Mechanical and Cyborg units in that area.

  • Cooldown: 2 
  Override Daemon 6 Level 4 Active Ability: Single action  

100%  0 
Target enemy Mechanical or Cyborg unit is forcibly infected with a hostile Daemon that attempts to wrest control of the unit. They have a strength 8   chance to become Mind Controlled and switch allegiance until end of combat. On failure, the unit is Disabled instead.

  • Can only be used once per battle

Voidtech

Skill   Requirements Effects
  Dimensional Feedback 6 Level 8 This unit reflects 50% of the damage done to it back at the attacker.
  Phase Shift 2 Level 4 Active Ability: Full action (continue)  

100%  7 
Hero teleports to target hex.

  • Cooldown: 2 
  Shield Modulator 5 Level 6 All units in the hero's army gain +1 .
  • Only functions when the hero is the army's commander
  Void Bullets 2 The hero's ranged attacks ignore 50% of the penalties from cover and units in the way.

Xenoplague

Skill   Requirements Effects
  Parasitic Spray 3 Level 4 Active Ability: Single Action  

100%  5 
Shoot an infectious spray.

  • Parasitic Infection: 12  strength chance to apply Parasitic Infection to Biological and Cyborg units until the end of combat.
  • Cooldown: 2 
  Rapid Movements 2 The hero learns to move rapidly to confuse enemies. The hero gains Template:Blue, making them harder to hit if they move during their turn.
  Regenerative Spore Cloud 6 Level 8 Hero gains a regenerative spore cloud, healing itself and adjacent friendly Biological and Cyborg units for +20%  of their maximum   at the end of each turn in tactical combat.
  Spore Feeding 4 Level 6 The hero surrounds their army with spores that feed on their unit's kills to regenerate their Hit Points. Biological and Cyborg units in the hero's army regain +15  when they kill a Biological or Cyborg unit within 3 hexes of them.
  • Only functions when the hero is the army's commander