Prototype

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"You found it in a space crate and probably should not have switched it on. Though almost indestructible and sporting an uncanny knack for dealing with fellow robots, it is prone to malfunction. And haiku." - Home Page Character Blurb
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Skill Name[edit | edit source]

test

Rank 1 Rank 2 Rank 3

Annihilation[edit | edit source]

Arm Cannon[edit | edit source]

Charge: 50% Weapon Speed

Attack: 50% Weapon Speed

Deal Energy damage

2 turn cooldown

Rank 1 Rank 2 Rank 3
1st use: Charge your Arm Cannon.

If Arm Cannon is not used next turn, it will reset.


2nd use: Deal 150% Weapon Damage.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 3%.

After 5 Malfunctions you are Stunned briefly.

1st use: Charge your Arm Cannon.

If Arm Cannon is not used next turn, it will reset.


2nd use: Deal 175% Weapon Damage with a bonus

+30% hit chance.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 3%.

After 5 Malfunctions you are Stunned briefly.

1st use: Charge your Arm Cannon.

If Arm Cannon is not used next turn, it will reset.


2nd use: Deal 200% Weapon Damage that pierces

shields with a bonus +30% hit chance.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 3%.

After 5 Malfunctions you are Stunned briefly.

Thunderclap[edit | edit source]

Charge: 100% weapon speed

Attack: 100% weapon speed

Deals Energy damage

1 turn cooldown

Rank 1 Rank 2 Rank 3
1st use: Charge a Thunderclap attack. If Thunderclap

is not used next turn, it will reset.


2nd use: Unleash a Thunderclap, dealing 100%

weapon damage to each enemy, interrupting

channeled attacks, and removing 1 shield.


Malfunction: You are unstable and prone to error. This

ability has a base malfunction chance of 5%.

1st use: Charge a Thunderclap attack. If Thunderclap

is not used next turn, it will reset.


2nd use: Unleash a Thunderclap, dealing 150%

weapon damage to each enemy, interrupting

channeled attacks, and removing 1 - 3 shields.


Thunderclap purges 1 buff effect from targets.


Malfunction: You are unstable and prone to error. This

ability has a base malfunction chance of 5%.

1st use: Charge a Thunderclap attack. If Thunderclap

is not used next turn, it will reset.


2nd use: Unleash a Thunderclap, dealing 200%

weapon damage to each enemy, interrupting

channeled attacks, and removing 1 - 5 shields.


Thunderclap purges 1 buff effect from targets. If a

buff is purged it will Shock, reducing Energy

resistance 10% for 3 turns.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 5%.

Haiku.exe[edit | edit source]

25% weapon speed

5 turn cooldown

Rank 1 Rank 2 Rank 3
Activate to generate and recite a haiku composed

from randomly accessed memories, probably

inspiring the team for 3 turns.


Malfunction: You are unstable and prone to error. This

ability has a base malfunction chance of 5%.

Activate to generate and recite a haiku composed

from randomly accessed memories, probably

inspiring the team for 4 turns.


Activating Haiku.exe reduces your malfunction chance by

20%.


Malfunction: You are unstable and prone to error. This

ability has a base malfunction chance of 5%.

Activate to generate and recite a haiku composed

from randomly accessed memories, probably

inspiring the team for 5 turns.


Activating Haiku.exe reduces your malfunction

chance by 20% and grants allies Regeneration,

healing at the start of their turn for 3% of their max

health.


Malfunction: You are unstable and prone to error. This

ability has a base malfunction chance of 5%.

Target Lock[edit | edit source]

25% Weapon Speed

8 turn cooldown

Rank 1 Rank 2 Rank 3
You become obsessed with the target, boosting

crit chance 5% and damage 10% when attacking

your obsession.


Lasts 2 turns. While active, damage to other targets

is reduced 90%.


Malfunction: You are unstable and prone to error. This

ability has a base malfunction chance of 10%.

You become obsessed with the target, boosting

crit chance 10% and damage 15% when attacking

your obsession.


Lasts 3 turns. While active, damage to other targets

is reduced 70%.


While obsessing over the target, they deal 10% less

damage to you.


Malfunction: You are unstable and prone to error. This

ability has a base malfunction chance of 10%.

You become obsessed with the target, boosting

crit chance 15% and damage 20% when attacking

your obsession.


Lasts 4 turns. While active, damage to other targets

is reduced 50%.


While obsessing over the target, they deal 10% less

damage to you. If the effect ends and the target is

alive, refresh the effect but deal full damage to all

enemies.


Malfunction: You are unstable and prone to error. This

ability has a base malfunction chance of 10%.

Safety Protocol[edit | edit source]

25% Weapon Speed

5 turn cooldown

Rank 1 Rank 2 Rank 3
Activate to override your Safety Protocol.

Each turn, damage increases 1%, crit chance 3%,

and Malfunction chance increases 3%.


If you malfunction, these boosts are lost.

Activate to override your Safety Protocol.

Each turn, damage increases 2%, crit chance 4%,

and Malfunction chance increases 2%.


If you malfunction, these boosts are lost, but

damage and crit chance boosts persist for 1 turn.

Activate to override your Safety Protocol.

Each turn, damage increases 3%, crit chance 5%,

you regenerate 2& health, and Malfunction chance

increases 1%.


If you malfunction, these boosts are lost, but

damage and crit chance boosts persist for 1 turn.

Hunter Killer[edit | edit source]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
Enemy types you encounter are written to memory.

When you encounter a type in memory, damage

you deal to that enemy increases 1%. Stacks up to 5

times and persists for the duration of the mission.


When you shutdown, a random enemy type is

purged from memory.

Enemy types you encounter are written to memory.

When you encounter a type in memory, damage

you deal to that enemy, and crit chance against

them, increases 2%. Stacks up to 7 times and

persists for the duration of the mission.


When you shutdown, a random enemy type is

purged from memory.

Enemy types you encounter are written to memory.

When you encounter a type in memory, damage

you deal to that enemy, and crit chance against

them, increases 3%. Stacks up to 10 times and

persists for the duration of the mission.


Critical damage against enemies in memory is

boosted 50%.


When you shutdown, a random enemy type is

purged from memory.

R.A.M[edit | edit source]

25% Weapon Speed

Requires 1 Malfunction to activate

10 turn cooldown

Rank 1 Rank 2 Rank 3
Activate Random Access Memory.

Clear all malfunctions and tap your memory core

to go Berserk for 1 turn for each malfunction.


While Berserk:

- All damage you deal is boosted 20%.

- Arm Cannon charges instantly.

Activate Random Access Memory.

Clear all malfunctions and tap your memory core

to go Berserk for 1 turn for each malfunction.


While Berserk:

- All damage you deal is boosted 30%.

- Arm Cannon charges instantly.

- Thunderclap charges instantly.

Activate Random Access Memory.

Clear all malfunctions and tap your memory core

to go Berserk for 1 turn for each malfunction.


While Berserk:

- All damage you deal is boosted 50%.

- Arm Cannon charges instantly.

- Thunderclap charges instantly.

- Malfunction and debuff immunity.

Termination[edit | edit source]

Demean[edit | edit source]

50% Weapon Speed

Deals Weapon Damage

3 turn cooldown

Rank 1 Rank 2 Rank 3
Deals 50% weapon damage and deliver a stinging

insult to Taunt the target to attack, reducing

damage they deal to you 10%. 2 turn duration.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 5%.

After 5 Malfunctions you are Stunned briefly.

Deals 65% weapon damage and deliver a stinging

insult to Taunt the target to attack, reducing

damage they deal to you 13%, and reduce their

critical hit chance 30%. 3 turn duration.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 5%.

After 5 Malfunctions you are Stunned briefly.

Deals 80% weapon damage and deliver a stinging

insult to Taunt the target to attack, reducing

damage they deal to you 15%, and reduce their

critical hit chance 30%.


4 turn duration. On Crit, duration is doubled to 8.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 5%.

After 5 Malfunctions you are Stunned briefly.

Get Down.[edit | edit source]

50% weapon speed

3 turn cooldown

Deals Weapon damage

Rank 1 Rank 2 Rank 3
Shove your lowest health ally to the ground, Stun

them for 50 Time Units, reduce their threat by 10%, and

reduce all damage they take 25% for 2 turns.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 5%.

Shove your lowest health ally to the ground, Stun

them for 35 Time Units, reduce their threat by 15%, and

reduce all damage they take 35% for 2 turns.


You blast the last enemy that attacked your ally

for 100% weapon damage and 100% bonus Threat.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 5%.

Shove your lowest health ally to the ground, Stun

them for 20 Time Units, reduce their threat by 25%, and

reduce all damage they take 50% for 2 turns.


You blast the last enemy that attacked your ally

for 100% weapon damage and 100% bonus Threat

and Blind them, reducing hit chance 5% for 3 turns.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 5%.

Adaptive Armor[edit | edit source]

PASSIVE abilities are always active

Rank 1 Rank 2 Rank 3
Integrate your armor into your systems.

When combat behind you gain an effect:


Light Armor: 5% dodge & 3% damage evasion.

Tactical Armor: If health is above 50%, +5%

damage dealt, If below 50%, -5% damage taken.

Heavy Armor: -3% damage taken and +10% health.

Integrate your armor into your systems.

If critically hit, heal 25% of damage on your turn.

When combat behind you gain an effect:


Light Armor: 7% dodge & 5% damage evasion.

Tactical Armor: If health is above 50%, +8%

damage dealt, If below 50%, -8% damage taken.

Heavy Armor: -5% damage taken and +13% health.

Integrate your armor into your systems.

If critically hit, heal 25% of damage on your turn.

When combat behind you gain an effect:


Light Armor: 10% dodge & 7% damage evasion.

Tactical Armor: If health is above 50%, +10%

damage dealt, If below 50%, -10% damage taken.

Heavy Armor: -7% damage taken and +15% health.


Your armor adapts to block elemental damage

for the same amount it blocks Physical damage.

Aegis Mode[edit | edit source]

50% weapon speed

Deals Weapon damage

6 turn cooldown

Rank 1 Rank 2 Rank 3
Activate Aegis Mode to automatically attack when

enemies damage allies instead of you. Deals 20%

weapon damage with +100% Threat.


Aegis Mode lasts until your next turn.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 20%.

Activate Aegis Mode to reduce damage taken by

allies 30% and automatically attack when enemies

damage allies instead of you. Deals 20% weapon

damage with +150% Threat.


Aegis Mode lasts until your next turn.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 20%.

Activate Aegis Mode to reduce damage taken by

allies 30% and automatically attack when enemies

damage allies instead of you. Deals 30% weapon

damage with +200% Threat.


If an enemy damages you in Aegis Mode, reduce

all damage taken 5%. This effect stacks.


Aegis Mode lasts until your next turn.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 20%.

Reason[edit | edit source]

150% weapon speed

Deals Weapon damage

6 turn cooldown

Rank 1 Rank 2 Rank 3
Reason with your foes.

If that fails, attack 1 time for each enemy target.


Each attack hits a random target, deals 50%

weapon damage, and has a 50% chance to Daze

the target for 5 Time Units each time they are hit.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 50%.

Reason with your foes.

If that fails, attack 1 time for each enemy target.


Each attack hits a random target, deals 75%

weapon damage, and has a 50% chance to Daze

the target for 10 Time Units each time they are hit.

Damaged targets have a 30% chance to be

Confused for 1 turn.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 50%.

Reason with your foes.

If that fails, attack 1 time for each enemy target.


Each attack hits a random target, deals 100%

weapon damage, and has a 50% chance to Daze

the target for 15 Time Units each time they are hit.

Damaged targets deal 10% less damage for 1 turn

and have a 30% chance to be Confused for 1 turn.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 50%.

Relentless[edit | edit source]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
When you gain a malfunction you heal for 1% of

your maximum health. When you shutdown from

malfunctions you Taunt all enemies for 1 turn and

take 30% reduced damage for 2 turns.

When you gain a malfunction you heal for 2% of

your maximum health. When you shutdown from

malfunctions you Taunt all enemies for 1 turn,

cleanse all debuffs, and take 40% reduced

damage for 2 turns.

Heal for 1% of health each turn. When you gain a

malfunction you heal for 3% of your maximum

health. When you shutdown from malfunctions you

Taunt all enemies for 1 turn, cleanse all debuffs,

and take 50% reduced damage for 2 turns.

Termination Mode[edit | edit source]

25% weapon speed

6 turn cooldown

Rank 1 Rank 2 Rank 3
Activate Termination Mode.

Heal for 1% for each malfunction and clear all

malfunctions.


If you are killed while Termination Mode is active,

you instead shutdown and heal for 50% of your

maximum health. Lasts 3 turns.

Activate Termination Mode.

Heal for 2% for each malfunction and clear all

malfunctions and debuffs.


If you are killed while Termination Mode is active,

you instead shutdown and heal for 50% of your

maximum health. Lasts 3 turns.

Activate Termination Mode.

Heal for 3% for each malfunction and clear all

malfunctions and debuffs.


If you are killed while Termination Mode is active,

you instead shutdown and heal for 50% of your

maximum health. Lasts 3 turns.


Gain 10% damage reduction for each malfunction

and immunity to Stun while in Termination Mode.

Mutation[edit | edit source]

Chaotic Shot[edit | edit source]

50% Weapon Speed

Deals Weapon Damage

1 turn Cooldown

Rank 1 Rank 2 Rank 3
Shoots for 50% weapon damage and boost crit

chance 3% to 5%, change hit chance -13% to +5%,

and increase malfunction chance 10%. If Stunned,

these effects reset.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 10%.

After 5 Malfunctions you are Stunned briefly.

Shoots for 75% weapon damage and boost crit

chance 5% to 8%, change hit chance -8% to +8%,

and increase malfunction chance 10%. If Stunned,

these effects reset.


On crit you Blind, Corrupt, or Shock the target.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 10%.

After 5 Malfunctions you are Stunned briefly.

Shoots for 100% weapon damage and boost crit

chance 8% to 13%, change hit chance -5% to +13%,

and increase malfunction chance 10%. If Stunned,

these effects reset.


On crit you Blind, Corrupt, or Shock the target. If

the target is afflicted with all of these effects, deal

100% bonus weapon damage.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 10%.

After 5 Malfunctions you are Stunned briefly.

Assault[edit | edit source]

100% weapon speed

Deals Weapon damage

Rank 1 Rank 2 Rank 3
Shoot a target 1 time to deal 40% weapon damage

and boost max attacks by 1.


Each use increases malfunction chance 10%, and

on Malfunction, Assault resets with a 5 turn

cooldown.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 5%.

Shoot a target 1 - 3 times to deal 45% weapon

damage and boost max attacks by 1.


Each use increases malfunction chance 7%, and

on Malfunction, Assault resets with a 5 turn

cooldown.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 5%.

Shoot a target 1 - 3 times to deal 50% weapon

damage and boost max attacks by 1 - 2.


Each use increases malfunction chance 5%, and

on Malfunction, Assault resets with a 5 turn

cooldown.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 5%.

Kill Cone[edit | edit source]

150% weapon speed

Deals Weapon damage

4 turn cooldown

Rank 1 Rank 2 Rank 3
Moving rapidly, attack in a wide area at the cost

of accuracy, shooting up to 3 targets for 100%

weapon damage each. -20% hit chance.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 20%.

Moving rapidly, attack in a wide area at the cost

of accuracy, shooting up to 3 targets for 125%

weapon damage each. -15% hit and +20% crit

chance.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 20%.

Moving rapidly, attack in a wide area at the cost

of accuracy, shooting up to 3 targets for 150%

weapon damage each. -10% hit and +25% crit

chance.

If Kill Cone kills a target the cooldown resets.


Malfunction: You are unstable and prone to error.

This ability has a base malfunction chance of 20%.

Core Dump[edit | edit source]

25% weapon speed

Deals Energy damage

Requires 1 charge to activate

Rank 1 Rank 2 Rank 3
When you malfunction, Core Dump gains a charge.

Use all charges to attack once per charge,

dealing 30% weapon damage to a random target

and 15% weapon damage to all other targets.


Stores 5 charges.

When you malfunction, Core Dump gains a charge.

Use all charges to attack once per charge,

dealing 40% weapon damage to a random target,

applying Blind, Corrupt, or Shock, and 20%

weapon damage to all other targets.


Stores 7 charges.

When you malfunction, Core Dump gains a charge.

Use all charges to attack once per charge,

dealing 50% weapon damage to a random target,

applying Blind, Corrupt, or Shock, and 25%

weapon damage to all other targets.


Stores 10 charges and each heals 2% health.

Mut.exe[edit | edit source]

50% weapon speed

8 turn cooldown

Rank 1 Rank 2 Rank 3
Activate Mut.exe to clear all malfunctions and

replace them with new ones. Positive effects from

cleared malfunctions persist for 1 - 2 turns.

Activate Mut.exe to clear all malfunctions and

replace them with new ones. Positive effects from

cleared malfunctions persist for 1 - 3 turns.


Each cleared malfunction grants Haste, reducing

the cost of your next action by 10% of the Time Unit

value of your weapon.

Activate Mut.exe to clear all malfunctions and

replace them with new ones. Positive effects from

cleared malfunctions persist for 1 - 5 turns.


Each cleared malfunction heals 3% of health and

grants Haste, reducing the cost of your next action

by 10% of the Time Unit value of your weapon.

Chaos Model[edit | edit source]

PASSIVE abilities are always active.

Rank 1 Rank 2 Rank 3
Each malfunction boosts your damage 2%.

When you shutdown from malfunctions, the Stun

duration is reduced by 5 to 50 Time Units.

Each malfunction boosts your damage 3%.

When you shutdown from malfunctions, the Stun

duration is reduced by 5 to 150 Time Units.


If afflicted with a debuff, you have a 1 - 100%

chance to cleanse it each turn.

Each malfunction boosts your damage 4%.

When you shutdown from malfunctions, the Stun

duration is reduced by 5 to 250 Time Units and you

deal 300% weapon damage to a random target.


If afflicted with a debuff, you have a 1 - 100%

chance to cleanse it each turn.

H.A.M[edit | edit source]

50% weapon speed

Deals Weapon damage

Requires 1 malfunction to activate

8 turn cooldown

Rank 1 Rank 2 Rank 3
Activate Heavy Auto Mode.

Clear all malfunctions. For each, shoot random

targets 1 to 2 times for 19% weapon damage and

reduce the hit chance of H.A.M 6%.


When H.A.M ends, you must shutdown to reboot.

Activate Heavy Auto Mode.

Clear all malfunctions. For each, shoot random

targets 1 to 3 times for 20% weapon damage and

reduce the hit chance of H.A.M 4% and boost crit

3%.


When H.A.M ends, you must shutdown to reboot.

Activate Heavy Auto Mode.

Clear all malfunctions. For each, shoot random

targets 1 to 4 times for 21% weapon damage and

reduce the hit chance of H.A.M 2% and boost crit

3%.


When H.A.M ends, you must shutdown to reboot.

If you H.A.M with 5 malfunctions, all damage

you deal is boosted 10% for the rest of combat.