Warmachine

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Warmachine Class[edit | edit source]

Warmachines are experts in using Cyberweapons, special implants that can be used offensively in Combat. Three slots are used for Cyberweapons: Ocular, Arm, and Chest. Ocular weapons fire beams from their eyes, causing damage and debuffs to targets. Chest implants use a Pulse Generator to cause damage and/or debuffs within a radius of the Warmachine. Arm Cyberweapons are the classic claws that pop out of the Warmachine's hands.

Each of the three branches of Warmachine's Talents enhances one of the three types of Cyberweapons. This means that implanting the Delta Wire to become a Warmachine does not add any useful abilities unless at least one Cyberweapon is also implanted. However, any Class can implant and use a Cyberweapon--just not as well as a Warmachine can. If a mercenary cannot afford the time or money to get two implants at once, they may install a Cyberweapon first. That allows them to get some use out of the Cyberweapon until they can afford to get the Delta Wire.

Some Ocular and Chest Talents cause damage to the Warmachine, so they must be used carefully. Talent upgrades may reduce or eliminate the self-inflicted damage. A melee weapon and a short-range firearm complement the abilities of the Warmachine well.

Talent List[edit | edit source]

Icon Name Charges Recharge Turns Action Point Cost Description
Stunstrike 1 5 2 Debuff an enemy within line of sight and 15m with Stunned (skips Turn) for remainder of the Turn. Cancels enemy Overwatch.
Redline 2 5 0 When a Cybernetic Claws attack kills a target, gain +10% Kinetic Dmg and +1 Action Point until end of next Turn.
Ash Protocol 1 6 2 Focused beam dissolves a dead body within line of sight and 8m. Body Timer is canceled and this body will not be discovered.
Crimson Vector 1 5 1 Charge up to 6m in a straight line to make a Cybernetic Claws attack against the single nearest enemy to your destination without generating Recoil or triggering Overwatch. Target must be in line of sight to be targeted.
Berserk Haze 1 4 0 When killing a target with a cyber weapon, instantly recharge 1 Turn for any Cybernetic Talent (possibly recouping a Charge), and gain +3 Initiative.
Predator Reflex 1 5 0 Until your next Turn, make up to 1 reaction attack with your Cybernetic Claws against any enemy attempting to move or attack within up to 6m and inside a 70 degree Overwatch Arc. Your Initiative for the next Turn is set at your current Initiative - 2.
Silent Stalker 1 6 0 Engage Silent Stalker to make no sound while moving and gain +10% of Kinetic as extra Pure Dmg for remainder of the Turn, canceled by any attack.
Nova Beam 1 5 2 Super-charge a point within 20m to detonation, all targets within 5m are damaged with 250 Kinetic Dmg.
Burn Surge 1 5 0 Immediately gain +1 Action Point but reduce HP by 20.
Pain Editor 1 4 0 When taking damage from an attack, instantly reduce Damage by 50% and +4 Initiative. If your Initiative becomes highest in the current Turn, it immediately becomes your action.
Overheat 1 5 2 Overheat and detonate a Prox-Mine. Or disable a Camera or Motion Detector within 15m until end of next Turn. Target a disabled device to further delay its re-activation.
Directed Pulse 1 4 0 When using a cybernetic Pulse Generator, instantly recover 1 melee weapon Ion Batt Ammo and gain +10% Evasion for remainder of the Turn. Only activates if your weapon Ion Battery needs to be recharged. At max, activates once per Turn.


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