One of two essential (and single-character) classes for your crew. Your Cyber Knight is your main character, the leader and a required squad member for most 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.
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.
Relying on the quantum rider in their spine, your Cyber Knight is a master tactician, always one step ahead of the enemy while streaming sensory data and battle awareness between the entire team. Their unique brand of support allows the Cyber Knight to manipulate the turn order to the team’s advantage and focus their quantum advantage against both enemy drones and security.
Your Cyber Knight i s perfectly positioned for multi-classing, such as adding CyberSword or Soldier class to augment their powerful support build.
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, allowing prediction of movements of any enemy who passes into the zone until end of next Turn. Cannot predict targets in active combat. | |
Tactical Surge | 1 | 5 | 0 | Buff yourself and 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 a teammate within 25m with +8 Initiative immediately. | |
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 their actions. | |
Security Scramble | 1 | 4 | 1 | Disable a Level 1 Security Device within 18m until end of next Turn. | |
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. | |
File:Talent knight rewire.png | Disentangle | 1 | 4 | 0 | Debuff an enemy drone within 25m, jamming its sensekit so it cannot detect teammates (while Unaware or Suspicious) and applying -6 Initiative for next 2 Turns. |
Centering | 1 | 4 | 0 | Buff 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 with +2 Initiative and +10% Move Speed and immediately add +1 Charge to any recharging 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 for until end of next Turn. Cancels enemy Overwatch. | |
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. | |
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. | |
Unflinching Stare | 1 | 4 | 0 | When taking damage, debuff attacker with -25% ALL Accuracy until end of next Turn. |