Special Tactics
Jump to navigation
Jump to search
Special Tactics is a feat, an ability and a status effect.
Feat
| Special Tactics | |
| Grants you an ability that when activated will remove the action point cost of your next special bolt attack. This ability can only be activated while out of combat. Cooldown: 6 turns. | |
Requirements
| |
Special Tactics essentially allows you to open combat with three crossbow attacks on your first turn.
Combine with Marksman for three or more special bolt attacks.
Ability
| Special Tactics | |
| When activated this ability will remove the action point cost of your next special bolt attack. Can only be activated while out of combat. | |
| Cooldown: 6 turns (30 seconds) | |
It can be activated in turn-based mode (costs 0 AP and doesn't break stealth) but only as long as you are not In Combat. The cooldown of Special Tactics starts as soon as the ability is activated.
Status effect
| Special Tactics | |
| Character's next special bolt attack will cost no action points. | |
| Duration: 3 turns (15 seconds) | |
Specializations
- Special Tactics (2 levels) — Reduces cooldown by 1 turn for each specialization point.
History
Underrail Beta
- 0.2.0.1 - dexterity requirement removed, new icon
Underrail Alpha
- 0.1.14.0 - dexterity requirement increased from 5 to 6, crossbows requirement increased from 25 to 50, intelligence requirement added
- 0.1.4.0 - feat introduced
| |||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||||||||||