Phoenix Point Assault Skills Guide

Phoenix Point Assault Skills Guide

Skills in Phoenix Point are special abilities that provide unique Active or Passive abilities. Each Class has 7 fixed skills (one for each level) and 3 random skills. Skills can be unlocked by spending Skill Points. At level 4 units will be able to access a second class.

How Skills Work

Skills can be Passive or Active abilities that units can use in battle. Active abilities usually require Will Points to be performed while Passive abilities are triggered automatically.

Acquiring Skills

Skills are restricted by unit level and Skills Points are required to unlock them. Each class has 7 base Skills and 3 random skills that they can unlock.

At level 4 Units will be able to select a second class unlocking their weapon proficiency and accessing all the base skills for that Class. Skill Points will still be required to unlock those Skills.

Assault Basic Skills

There are 7 Assault Basic Skills, and they are restricted by level. When an Assault unit levels up it will be able to unlock a new Basic Skill by spending Skill Points.

Lvl 1
Assault Training
Proficiency whit Assault Rifles and shotguns.

Lvl 2
Dash
Move to a target position within half of the normal movement range.

Lvl 3
Return Fire
Shoot back at an enemy when it attacks, provided the soldier is using a direct-fire projectile weapon whit proficiency, and the enemy is within half perception range.

Lvl 4
New Class
Choose a secondary class to train in.

Lvl 5
Ready For Action
Reloading and inventory actions do not cost an Action Points

Lvl 6
Rally the Troops
Each allay recovers 1 Action Point. Limited one use per turn.

Lvl 7
Rapid Clearance
Recover 2 Action Points for each enemy killed, until end of the turn

Random Skills

Random Skills in Phoenix Point are abilities that are shared among all units. Each unit have 3 Random Skills assigned from the pool. These skills are randomly assigned to any level from 1 to 7 and units will still need to spend Skill Points to unlock them.

Bombardier
Gain Mounted Weapon proficiency with +20% range and damage.

Strongman
Gain Heavy Weapon proficiency with +30% bonus damage and -10 Perception.

Thief
25% Bonus stealth and -2 Speed.

Grenade Proficiency
Proficiency whit Grenades at +10% range

Self Defense Specialist
Gain PDW and Handgun proficiency with +20 damage dealt and +10 hearing range.

Sniperist
Gain Sniper Rifle proficiency with +25% damage and -4 Willpower.

Trooper
Gain Assault Rifle proficiency with +20% Damage and accuracy.

Devoted
Additional +2 to Willpower

Biochemist
All attacks that damage a target also inflict 1 viral damage (per bullet)

Cautious
20% bonus accuracy and -10 damage dealt.

Farsighted
Additional +2 to Willpower and 10 Perception range

Reckless
30% bonus damage dealt and -20% accuracy.

Resourceful
+25% bonus carry weight and +2 Strengh.

Quarterback
+50% bonus Grenade rang and +2 Speed.

Close Quarters Specialist
Gain Shotgunand Melee Weapon proficiency with +20% damage.

Healer
+50% bonus healing and +2 willpower.

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