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I've adjusted it to the following:
"Once per turn, when this merc hits a Wounded target or deals a Wound , everyone in the squad gains 2 AP at the start of the next turn.
Once per turn, when this merc is hit and has or takes a Wound , everyone in the squad loses 2 AP at the start of the next turn.
Whichever effect happens last negates the other.
"This merc also gains +20% Chance to Hit while Hidden . This effect is reduced by 5% for every ally within 7 spaces ."
Scout Sniper
"Once per turn, upon scoring a long-distance kill , gain 4 AP and Free Move ."
- A counterpart to Big Guns Never Tire, this Perk is for those lightweight, high-mobility sniper types.
Hype Train
"Every time this merc deals a Wound , everyone in the squad gains 1 AP per Wound at the start of the next turn.
Every time they take a Wound , everyone in the squad loses 1 AP per Wound at the start of the next turn."
- This is a silly Perk I threw together because I really didn't know what to do for the merc (as she was really pretty great out of the box).
As per my usual, I definitely did not test these thoroughly enough before releasing and I'm always open to comments and suggestions. So if you notice something weird happening, or have ideas on how to improve the existing Perks in this collection, let me know!
```function OnCalcDamageAndEffects(self, target, attacker, attack_target, action, weapon, attack_args, hit, data)
if target == attack_target then
<<<blah blah conditions>>>
if attack_args.target_grazing_hit == false then
attack_args.target_grazing_hit = true```
But I can't say for sure without trying it out.
Let me know how you feel about the speed of "Pineapple Grenade" generation (should be 1 every 3 days). I tried it at 24h and 48h and I felt like I ended up with an overwhelming stockpile of grenades after not very long. :P
keep being you and have a wonderful day, will look forward to your work and how things unfold :P