Difference between revisions of "Kneecap Shot"
		
		
		
		
		
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| This attack causes [[Knee Wound]]. The extra damage dealt is equal to 75% of the original attack's damage plus additional 5% for every point in [[Perception]]. | This attack causes [[Knee Wound]]. The extra damage dealt is equal to 75% of the original attack's damage plus additional 5% for every point in [[Perception]]. | ||
| + | {{clear}} | ||
| + | |||
| + | == Specializations == | ||
| + | {{Specialization | ||
| + | | name = Damage | ||
| + | | max  =  | ||
| + | | text = Each point of specialization increases the base bleeding damage percentage by {0}% and bleeding damage percentage per point in perception by {1}%. | ||
| + | }} | ||
Revision as of 06:23, 11 October 2017
Kneecap Shot is a feat and a special attack.
Feat
|   | Kneecap Shot | 
| An attack with a pistol, crossbow or SMG that, in addition to normal weapon damage, also applies a bleeding wound that deals 75% damage of the original attack over 3 turns plus additional 5% for every point in perception. It also removes all movement points from the target for 3 turns (target can still move using action points). Only works on living targets (that have knees). Cooldown: 5 turns. | |
| Requirements 
 | |
History
- 0.1.12.0 - mechanics changed (from static 2-turn wound to perception-based 3 turn wound)
- 0.1.4.0 - feat introduced
Ability
| Kneecap Shot | |
| Deals normal weapon damage and inflicts a bleeding wound that deals additional X% damage (scales with perception) over 3 turns and removes all movement points from the target (target can still move using action points). Can only be performed with a pistol, crossbow or SMG. | |
| Action Points: Active weapon's AP cost | |
| Range: 7.0 | |
| Cooldown: 5 turns | |
This attack causes Knee Wound. The extra damage dealt is equal to 75% of the original attack's damage plus additional 5% for every point in Perception.
Specializations
- Damage ( levelExpression error: Unexpected > operator.) — Each point of specialization increases the base bleeding damage percentage by {0}% and bleeding damage percentage per point in perception by {1}%.
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