Warmachine Reference

From Cyber Knights: Flashpoint Wiki

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.