Difference between revisions of "Kneecap Shot"
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WikimanBot (talk | contribs) m (tabbed infobox for base game & expedition variants) |
(1.1.0.5 changes) |
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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 11:34, 9 July 2019
Kneecap Shot is a feat and a special attack.
Feat
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
|
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 | |
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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