Difference between revisions of "Kneecap Shot"

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m (tabbed infobox for base game & expedition variants)
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=== History ===
 
=== History ===
 +
Underrail 1.1
 +
* [[1.1.0.5]] - Kneecap shot bleeding percentage no longer scales from perception, but base bleeding damage percentage changed to 125% (up from 75%)
 +
 +
Underrail 1.0
 +
* none
 +
 +
Underrail Alpha
 
* [[0.1.12.0]] - mechanics changed (from static 2-turn wound to perception-based 3 turn wound)
 
* [[0.1.12.0]] - mechanics changed (from static 2-turn wound to perception-based 3 turn wound)
 
* [[0.1.4.0]] - feat introduced
 
* [[0.1.4.0]] - feat introduced

Revision as of 12:34, 9 July 2019

Kneecap Shot is a feat and a special attack.

Feat

Kneecap Shot feat icon Kneecap Shot
An attack with a pistol, crossbow or SMG that does normal damage and applies a bleeding wound that deals additional 125% of the original damage over 3 turns and removes all movement points for the same duration.

Only works on living targets (that have knees).

Cooldown: 5 turns


Requirements
v · d · e

History

Underrail 1.1

  • 1.1.0.5 - Kneecap shot bleeding percentage no longer scales from perception, but base bleeding damage percentage changed to 125% (up from 75%)

Underrail 1.0

  • none

Underrail Alpha

  • 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 icon

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}%.