XCOM 2
[WOTC] Spark Classes for LWOTC/Tedjam ver. 2.0[WIP]
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Alastor The Puppet  [developer] 15 Sep @ 1:53pm
SPARK: Fighter
Weapons
Primary: Spark Arm: Power Arm
Secondary: Kiruka Autopulser

Skills
Squire
-Overdrive: Take three actions this turn, and no action is turn-ending. Multiple Standard Shots incur a small recoil penalty.

-Return Fire (secondary): When targeted by enemy attacks, automatically fire back with your (secondary) once per turn. The return shot ignores cover bonuses.

-Reboot: If the SPARK takes enough damage to be killed, its health will be reduced to just 1 HP and it will be shielded for the rest of the turn. Can only trigger once every mission, and afterwards the SPARK is crippled.

-Mechanical Chassis: This unit is immune to fire and poison damage.

Aspirant
-Blademaster: +1 damage and +10 aim melee attacks

-Lightning Reflexes: Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.

-Marauder: Standard shots (secondary) are not turn-ending, allowing for shooting then moving or shooting twice on a turn.

Knight
-Implaceable: If you score one or more kills on your turn, you are granted a single bonus move.

-Damage Control: After taking damage, gain 2 armor through the end of the turn.

-Bring 'Em On: Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives.

Cavalier
-Bladestorm: Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.

-Enhanced Layered Armor: This unit can only take 40% of their max HP per turn. Damage per turn above this limit is reduced by 75%.

-Shredder: Your secondary weapon attacks shred armor.

Vanguard
-Stiletto: Shots fired with your primary weapon pierce 3 armor.

-Impact Fields: Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown.

-Collateral Damage: Fire a barrage of primary weapon rounds to a location, destroying cover within the area. Deals a small amount of damage to enemies. 4-turn cooldown and uses 2 ammo.

Paladin
-Lock 'n Load: Kills with your primary weapon restore 1 ammo.

-Well protected: Grants a vest slot.

-Close combat specialist: Fire a free reaction shot with your secondary weapon at any visible enemy within four tiles who moves or fires.

Champion
-Untouchable: If you score a kill during your turn, the next attack against you during the enemy turn will miss.

-Brawler: Take 35% less damage from any melee attack, or attacks from within 5 tiles.

-Rapid Fire: Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.

Templar
-Coup de Grace: Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.

-Impact Compensation: After taking damage, gain a stacking 25% Damage reduction until the end of your turn up to a maximum of 4 stacks.

-Avenger: Once per turn, take a reaction shot with your assault rifle at a visible enemy that has taken an offensive action. The reaction shot ignores cover bonuses.