Soldier

"Soldiers are all about blowing things up, explosions, and detonations. Capable of both dishing out and taking damage as an effective meatshield." - Home Page Character Blurb

*Looking for another Class?*

Specializing in advanced weaponry and raw power, the **Soldier**’s a likely candidate If you need something blown-up, exploded, or detonated. Intimidation and damage output go hand in hand, but if you’re looking to charm the locals, you may want to consider other options.

# Abilities

## Tactician

### Meat Shield

50% weapon speed

Deals Weapon damage

4 turn cooldown

You also gain an overshield that absorbs 20% of your weapon damage for 3 turns.
You also gain an overshield that absorbs 20% of your weapon damage for 3 turns and a 40% chance to regenerate shields when damaged.

### Best Defense

100% weapon speed

Deals Physical damage

4 turn cooldown

### Defiance

PASSIVE abilities are always active.

When combat begins, auto-injectors in your suit boost your maximum health 10%.
When combat begins, auto-injectors in your suit boost your maximum health 15% and you have a 90% chance to survive being killed with 1 health.
Each time you evade death, this chance is reduced 30% for the remainder of the mission.

### Cry Havoc

50% weapon speed

6 turn cooldown

If an ally is above 50%, boost damage they deal 15% for 1 turn.
If an ally is below 50%, reduce damage taken 10% for 3 turns.
If an ally is above 50%, boost damage they deal 17% for 1 turn.
If an ally is below 50%, reduce damage taken 15% for 3 turns.

If Cry Havoc critically hits, allies gain a bonus 30% damage reduction for 1 turn.
If an ally is above 50%, boost damage they deal and crit chance 20% for 1 turn.
If an ally is below 50%, reduce damage taken 20% for 3 turns and heal 5% of their max health.

If Cry Havoc critically hits, allies gain a bonus 30% damage reduction for 1 turn.

### As One!

100% weapon speed

Deals multiple damage types

10 turn cooldown

Each ally attacks with their weapon and deals 100% weapon damage to the target.
Each ally attacks with their weapon and deals 125% weapon damage to the target. Team hit chance is boosted 15% when attacking.
Each ally attacks with their weapon and deals 150% weapon damage to the target. Team hit chance and crit chance is boosted 20% when attacking.

As One begins combat with a 10 turn cooldown. Each time you Taunt, this cooldown is reduced by 1.

### Bloodthirst

PASSIVE abilities are always active.

When combat begins, crit chance is boosted 10%.
When combat begins, crit chance is boosted 10% and increases 5% each turn until a crit occurs.

### Juggernaut

150% weapon speed

Deals Weapon damage

Requires at least 1 charge

5 turn cooldown

On use, heal 2% of max health for each charge.
On use, heal 3% of max health for each charge and when Juggernaut ends, deal 200% damage to each enemy that attacked you.

Each time you Taunt, Juggernaut gains 1 charge. Max 10 charges. Activate to use all charges and enter Juggernaut Mode until your next turn.

## Demolition

### Frag Grenade

100% weapon speed

Deals Physical damage

2 turn cooldown

Critical hits Burn all targets for 100% of damage over 3 turns.
Critical hits Burn all targets for 100% of damage over 3 turns.

Bomblets: Scatter bombs that explode after 5 to 10 turns, dealing 25% weapon damage to nearby foes. Frag Grenade drops a bomb for each target.

### Rocket Strike

100% weapon speed

Deals Fire damage

4 turn cooldown

Rocket Strike has a bonus +15% chance to hit.
Rocket Strike has a bonus +20% chance to hit and will Burn for 100% of damage over 3 turns.
Rocket Strike has a bonus +30% chance to hit and will Burn for 100% of damage over 3 turns.

Bomblets: Scatter bombs that explode after 5 to 10 turns, dealing 25% weapon damage to nearby foes. Rocket Strike drops a bomb if it deals damage.

### Bouncing Betty

50% weapon speed

Deals Physical damage

Maximum of 1 Bouncing Betty

After Bouncing Betty deals damage, it jumps to a random enemy and rearms. Jumps up to 4 times.
After Bouncing Betty deals damage, it jumps to a random enemy and rearms. Jumps up to 6 times.
Critical hits Burn the primary target for 100% of the damage dealt over 3 turns.
After Bouncing Betty deals damage, it jumps to a random enemy and rearms. Jumps up to 8 times.
Critical hits Burn the primary target for 100% of the damage dealt over 3 turns.

Bomblets: Scatter bombs that explode after 5 to 10 turns, dealing 25% weapon damage to nearby foes. Bouncing Betty drops a bomb each time it jumps.

### This Is Fine

PASSIVE abilities are always active.

Deals Fire damage

When afflicted with Burn, damage you deal is boosted 10% while the effect lasts.
When afflicted with Burn, damage you deal is boosted 10% and you heal 4% health each turn while the effect lasts.

### Magnetronc Bomb

100% weapon speed

Deals Energy damage

4 turn cooldown

If Bomblets are pulled to the target, they detonate with a bonus 15% crit chance.
If Bomblets are pulled to the target, they detonate with a bonus 25% crit chance and Burn for 100% of damage over 3 turns if they deal critical damage.
If Bomblets are pulled to the target, they detonate with a bonus 30% crit chance and Burn for 100% of damage over 3 turns if they deal critical damage.

Bomblets: Scatter bombs that explode after 5 to 10 turns, dealing 25% weapon damage to nearby foes. Detonated bombs Shock the target.

### Hellfire Salvo

100% weapon speed

Deals Fire damage

Requires at least 1 charge

4 turn cooldown

Each rocket strikes randomly on the battlefield and deals 40% weapon damage if it hits an enemy.
Each rocket strikes randomly on the battlefield and deals 45% weapon damage if it hits an enemy.
If a rocket strikes a target afflicted by Burn, boost the effect duration by 1 and the damage 30%.
Each rocket strikes randomly on the battlefield and deals 50% weapon damage if it hits an enemy.
If a rocket strikes a target afflicted by Burn, boost the effect duration by 1 and the damage 30%.

Bomblets: Scatter bombs that explode after 5 to 10 turns, dealing 25% weapon damage to nearby foes. Every 3rd rocket that hits an enemy drops a bomb.

### Boom King

PASSIVE abilities are always active.

Targets damageed by Bomblets take 3% increased damage from Fire attacks for 1 turn.
Targets damageed by Bomblets take 6% increased damage from Fire attacks for 1 turn.
Drop a bomblet if you crit a target with Burn.
Targets damageed by Bomblets take 10% increased damage from Fire attacks for 1 turn.
Drop a bomblet if you crit a target with Burn.
When dropping a Bomblet, you have a 50% chance to drop an extra. Because you're the Boom King!

## Specialist

### Crack Shot

Aim: 50% weapon speed

Execute: 50% weapon speed

Deals Weapon damage

Requires Ranged Weapon

2nd use: Execute a Crack Shot on the target.

Shoot for 125% weapon damage. Crack Shoot has +10% bonus hit chance, 8% chance to critically hit, and pierces any Armor on the target.
2nd use: Execute a Crack Shot on the target.

Shoot for 150% weapon damage. Crack Shoot has +20% bonus hit chance, 13% chance to critically hit, and pierces any Armor on the target.
On a critical hit, Daze the target for 30% of the Time Unit cost of your weapon.
2nd use: Execute a Crack Shot on the target.

Shoot for 175% weapon damage. Crack Shoot has +30% bonus hit chance, 15% chance to critically hit, and pierces any Armor on the target.
On a critical hit, Daze the target for 30% and Stun for 50% of the Time Unit cost of your weapon.

### Flare

25% weapon speed

Deals Fire damage

3 turn cooldown

Targets are also afflicted with Blind, reducing hit chance 5% for 3 turns.
Targets are also afflicted with Blind, reducing hit chance 5% for 3 turns and Burn for 100% of damage over 3 turns.

Flare has a bonus +30% hit chance. Lasts 4 turns.

### Custom Armor

PASSIVE abilities are always active.

Light Armor: Damage dealt boosted 3%.
Tactical Armor: Crit chance boosted 5%.
Heavy Armor: Time Unit costs reduced by 10.
Light Armor: Damage dealt boosted 5%.
Tactical Armor: Crit chance boosted 7%.
Heavy Armor: Time Unit costs reduced by 15.

Corp Sponsor: When combat begins, gain a buff if you have positive rep with the maker of your armor. Higher rep improves effect.
Light Armor: Damage dealt boosted 8%.
Tactical Armor: Crit chance boosted 10%.
Heavy Armor: Time Unit costs reduced by 25.

Corp Sponsor: When combat begins, gain a buff and Regeneration if you have positive rep with the maker of your armor. Higher rep improves effect.

You make aftermarket mods to your armor. (But don't tell anyone, it's not strictly street-legal.)

### Overwatch

150% weapon speed

Deals Weapon damage

Requires Ranged Weapon

6 turn cooldown

Pistol: Targets deal 10% less damage for 2 turns.
SMG: Increase maximum number of attacks by 1.
Rifle: Increase attack crit chance 10%.
Shotgun: Targets are Slowed by 25 Time Units.
Heavy: Targets become Vulnerable, boosting damage taken 5%.
Pistol: Targets deal 10% less damage for 3 turns.
SMG: Increase maximum number of attacks by 2.
Rifle: Increase attack crit chance 15%.
Shotgun: Targets are Slowed by 40 Time Units.
Heavy: Targets become Vulnerable, boosting damage taken 7%.
Each Overwatch attack boosts hit chance 10%.
Pistol: Targets deal 10% less damage for 4 turns.
SMG: Increase maximum number of attacks by 3.
Rifle: Increase attack crit chance 20%.
Shotgun: Targets are Slowed by 50 Time Units.
Heavy: Targets become Vulnerable, boosting damage taken 10%.
Each Overwatch attack boosts hit chance 10% and reduces cost of your next action by 50 Time Units.

### Hot Streak

25% weapon speed

Deals Weapon damage

Requires Ranged Weapon

Hot Streak has a bonus +5% critical hit chance.
Hot Streak has a bonus +10% critical hit chance. Critical hits from Hot Streak boost damage 50%.
Hot Streak has a bonus +15% critical hit chance. Critical hits from Hot Streak boost damage 50% and Burn for 100% of damage over 3 turns.

### Kill Count

PASSIVE abilities are always active.

These boosts persist for the duration of the mission.

### The Specialist

100% weapon speed

Deals Weapon damage

Requires Ranged Weapon

8 turn cooldown

Pistol: Shoot twice at 75% Time Unit cost.
SMG: Shoot all foes with +10% bonus hit chance.
Rifle: Shoot twice with 25% crit chance.
Shotgun: Hit adjacent foes for 50% weapon damage and Daze for 25 Time Units.
Heavy: Hit all foes for 30% weapon damage and Stun for 50 Time Units.
Pistol: Shoot twice at 50% Time Unit cost.
SMG: Shoot all foes with +15% bonus hit chance.
Rifle: Shoot twice with 35% crit chance.
Shotgun: Hit adjacent foes for 75% weapon damage and Daze for 35 Time Units.
Heavy: Hit all foes for 40% weapon damage and Stun for 75 Time Units.
Killing blows by The Specialist reset its cooldown.
Pistol: Shoot twice at 25% Time Unit cost.
SMG: Shoot all foes with +20% bonus hit chance.
Rifle: Shoot twice with 50% crit chance.
Shotgun: Hit adjacent foes for 100% weapon damage and Daze for 50 Time Units.
Heavy: Hit all foes for 50% weapon damage and Stun for 100 Time Units.
Killing blows by The Specialist reset its cooldown and you Cleanse debuffs when activated.