Post by Dr. Spendlove on Jul 27, 2017 7:27:54 GMT -5
I have a suggestion for a new templar class. Any of these ideas could be cannibalized into existing templars but I had some free time so I smashed them into a single class with no real name. I'm just using the term "Support" as a placeholder. In fact, all names are pending.
Base stats:
HP: About the same as a scout per level and starting.
SP Cost: Same as Neptune
Toughness: 150% Fortitude; +6 HP per Fortitude (Giving this class an option to have moderate HP with the right investment.)
Resistance: 75% Willpower (One of the weaknesses of this class.)
Armor Options: Medium Armor
Weapon Options: Soldier Rifles (non-plasma) and Sniper Rifles
Possible Skills: Warrior, Tactics, Evasion, Gunnery, Stealth
~~ Talents ~~
Wounding Shot:
Weapon Range
Uses 2 AP and +6 Heat
Single Target
+1 Accuracy (+1/level), +2 Damage for Attack (+1.5/level); Hinders with Crit Vulnerability 2% (+2%/level), targets take +24% damage from critical hits (+6%/level) for 4 turns
Grapple:
As normal.
Bullet Spray:
Weapon Range
Uses 2 AP and +6 Heat
Hits small area (like Arc Fire)
Requires Soldier Rifle
+0 Accuracy (+0.5/level), +1 Damage for Attack (+1/level); On critical hit (on any target) gain buff of +5% critical hit chance (+1%/level) for 3 turns (+0.25/level)
Burst Overwatch:
Weapon Range
Uses 1 AP and +7 Heat to engage
Covers 2x2 area
Ends AP/MP
Requires Soldier Rifle
Stats otherwise as Soldier's Overwatch
Blinding Shot:
Weapon Range
Uses 1 AP and +6 Heat
Has 4 uses (+0.25/level)
Hits single target
Requires Sniper Rifle
Damage and accuracy bonus equal to Frag Grenade, but to a single enemy. Penetration slightly less than Frag grenade. On hit hinders target with -9 Ranged accuracy (+3/level) and -3 dodge (+1/level)
Ambush Stealth:
Self-only Buff for 4 turns
Uses 1 AP and +6 Heat
3 uses (+0.5/level)
+1 Stealth (+1/level), +1 All Accuracy (+0.67/level)
Build Advantage:
Group Buff 3x3 area for 4 turns
Uses 2 AP and +12 Heat
4 Uses (+0.5/level)
Affects number of allies equal to Tactics skill
Grants +18% Critical Damage (+6%/level), +0% critical chance (+0.5%/level), +5 dodge (+1.5/level)
Reactive Probe:
Single-target buff for 2 turns (+0.5/level)
Uses 3 AP and +9 Heat
2 Uses (+0.75/level)
3 Range
Reduces incoming damage from next successful attack against the templar by 50% (+5%/level), +3 Dodge (+1/level), removed if hit.
Medical Probe:
Single-target buff for 4 turns
Uses 2 AP and +15 Heat
3 Uses (+0.75/level)
3 Range
Recovers 9 (+1/level) + Tactics HP per turn at end of turn. Also reduces overheating damage by 1d4 (1d6 at level 5, 1d8 at level 10) points per turn.
Commentary to follow.
Base stats:
HP: About the same as a scout per level and starting.
SP Cost: Same as Neptune
Toughness: 150% Fortitude; +6 HP per Fortitude (Giving this class an option to have moderate HP with the right investment.)
Resistance: 75% Willpower (One of the weaknesses of this class.)
Armor Options: Medium Armor
Weapon Options: Soldier Rifles (non-plasma) and Sniper Rifles
Possible Skills: Warrior, Tactics, Evasion, Gunnery, Stealth
~~ Talents ~~
Wounding Shot:
Weapon Range
Uses 2 AP and +6 Heat
Single Target
+1 Accuracy (+1/level), +2 Damage for Attack (+1.5/level); Hinders with Crit Vulnerability 2% (+2%/level), targets take +24% damage from critical hits (+6%/level) for 4 turns
Grapple:
As normal.
Bullet Spray:
Weapon Range
Uses 2 AP and +6 Heat
Hits small area (like Arc Fire)
Requires Soldier Rifle
+0 Accuracy (+0.5/level), +1 Damage for Attack (+1/level); On critical hit (on any target) gain buff of +5% critical hit chance (+1%/level) for 3 turns (+0.25/level)
Burst Overwatch:
Weapon Range
Uses 1 AP and +7 Heat to engage
Covers 2x2 area
Ends AP/MP
Requires Soldier Rifle
Stats otherwise as Soldier's Overwatch
Blinding Shot:
Weapon Range
Uses 1 AP and +6 Heat
Has 4 uses (+0.25/level)
Hits single target
Requires Sniper Rifle
Damage and accuracy bonus equal to Frag Grenade, but to a single enemy. Penetration slightly less than Frag grenade. On hit hinders target with -9 Ranged accuracy (+3/level) and -3 dodge (+1/level)
Ambush Stealth:
Self-only Buff for 4 turns
Uses 1 AP and +6 Heat
3 uses (+0.5/level)
+1 Stealth (+1/level), +1 All Accuracy (+0.67/level)
Build Advantage:
Group Buff 3x3 area for 4 turns
Uses 2 AP and +12 Heat
4 Uses (+0.5/level)
Affects number of allies equal to Tactics skill
Grants +18% Critical Damage (+6%/level), +0% critical chance (+0.5%/level), +5 dodge (+1.5/level)
Reactive Probe:
Single-target buff for 2 turns (+0.5/level)
Uses 3 AP and +9 Heat
2 Uses (+0.75/level)
3 Range
Reduces incoming damage from next successful attack against the templar by 50% (+5%/level), +3 Dodge (+1/level), removed if hit.
Medical Probe:
Single-target buff for 4 turns
Uses 2 AP and +15 Heat
3 Uses (+0.75/level)
3 Range
Recovers 9 (+1/level) + Tactics HP per turn at end of turn. Also reduces overheating damage by 1d4 (1d6 at level 5, 1d8 at level 10) points per turn.
Commentary to follow.