Cyber Knight

From Cyber Knights: Flashpoint Wiki

Cyber Knight Class[edit | edit source]

One of two essential (and single-character) classes for your crew. The Cyber Knight is considered the main character, the leader and a required squad member for many heists. Cyber Knights originated as data couriers for the quantum age, carrying a cutting-edge quantum-secure computer surgically implanted into their spine. During the Quiet War, as the quantum technologies arms race soared, their abilities were enhanced to levels far beyond what was originally intended. Now outlawed, Knights are hired under the table, able to operate as a walking quantum countermeasures & tactical calculations hub on the battlefield.

When a Cyber Knight is implanted with a quantum rider in their spine, it changes them forever. The integration of the quantum tactical computer is deep, and it makes them extremely fast, tough, and at times, nearly prescient. Their preternatural coordination and signals processing gives them Talents to buff their squad, manipulate the Initiative order, predict enemy movements, disrupt drones, and generally serve as a force-multiplier for their squad.

Another benefit of the Quantum Rider is that a Cyber Knight's body responds exceptionally well to new cybernetics. Their recovery time from cyber surgery is half of what it is for a normal merc.

Talent List[edit | edit source]

Icon Name Charges Recharge Turns Action Point Cost Description
Lookahead 2 5 0 Quantum Lookahead at a zone (10m radius) within 25m, debuffing with -2 Initiative and predicting next movement of any enemy who passes into the zone until end of next Turn. Cannot predict targets in active combat.
Tactical Surge 1 6 0 Buff yourself and any teammates within 25m with +2 Action Points immediately for their next actions in the Turn order.
Interference Spike 1 4 1 Debuff an enemy within 25m with -6 Initiative for remainder of the Turn. Cancels enemy Overwatch.
Precomputed Advantage 1 4 1 Buff yourself or a teammate within 25m with +8 Initiative immediately. Initiative bonus is applied when rolling Initiative for the next Turn.
Sync 1 6 0 All teammates within 15m who have Action Points remaining in this Turn jump to your Initiative +1 and you may Yield to allow them to take their actions.
Security Scramble 1 4 1 Disable a Level 1 Security Device within 18m until end of next Turn. Target a disabled device to further delay its re-activation.
Quantum Assault 1 4 0 If this attack hits the enemy drone, debuff your target with -10% All Ranged Accuracy, -2 Action Points and -2 Move Points until end of next Turn.
Disentangle 1 4 0 Debuff an enemy drone within 25m, jamming its sensekit so it cannot instantly report its own death or detect teammates (while Unaware or Suspicious) and applying -6 Initiative for next 2 Turns.
Centering 1 4 0 Buff yourself or a teammate within 25m with +15% Evasion and +15% Cover Bonus until end of next Turn.
Atomic Stutter 1 4 1 Debuff an enemy within 12m with Stunned (skips Turn) until end of next Turn. Cancels enemy Overwatch.
Rewind 1 6 1 Buff a teammate within 15m and immediately add +1 Charge to any recharging Talents. This cannot be used on yourself and does not affect Cybernetic Talents.
Ult-Pump 1 6 0 Immediately Heal 50 HP and gain +25% Crit Chance, +4 Initiative and +2 Action Points for remainder of the Turn.
Cardio Jolt 1 6 0 When Bleeding Out after an attack, immediately Heal 60 HP (canceling Bleeding Out) and gain +4 Initiative and +2 Action Points until end of next Turn.
Downer 1 4 0 When scoring a critical hit, debuff target and nearby enemies within 6m with -10% Evasion and -2 Initiative until end of next Turn. Cancels enemy Overwatch. At max, activates once per Turn.
Stopgap 1 4 0 If an attack Shreds your armor, gain Shred-Immune Armor, +15% Kinetic Armor and +15% Ballistic Armor until end of next Turn. At max, activates once per Turn.
Steamroll 1 4 0 When killing a target, buff yourself and any teammates within 25m with +10% Ballistic/Kinetic Dmg, +10% Dmg vs Drones and +10% Move Speed for remainder of the Turn. At max, activates once per Turn.
Unflinching Stare 1 4 0 When taking damage, debuff attacker with -25% ALL Accuracy until end of next Turn.


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