The Skirmisher is a highly mobile character, perfectly suited for short and melee range combat.
They have three abilities to supplement this playstyle.
The first one is Marauder - it allows Reapers to take shots without ending their turns.
The last one is Judgment.
The following table presents all of the available abilities of this class.
you’re able to learn more about AP in the “Character development” chapter of this guide.
The ability is unlocked from the start.
Judgement- allows the soldier to use the Grapple to pull an enemy and deliver a ripjack strike.
Grapple- allows the soldier to use a grappling hook to get to an elevated position.
Corporal
Reflex- when fired upon, the soldier will gain one extra action on the next turn.
Triggers once per mission.
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Total Combat- throwing a grenade or using an item no longer ends the turn of the Skirmisher.
Zero In- subsequent shots on the same turn provide +10 critical chance.
If used against the same target, they also grant +10 hit chance.
Lieutentant
Whiplash- allows the Skirmisher to attack an enemy with an electrical lash.
This attack does not cost an action.
The attack can be used once during a mission.
Full Throttle- the Skirmisher gains +2 mobility for every kill during the same round.
The bonus disappears with the start of a new round.
Major
Combat Presence- grant an additional action point to a teammate.
Reckoning- unlocks a ripjack slash attack.
Interrupt- a throw in of Overwatch mode.
Once triggered, the player can perform any action with the Skirmisher instead of firing at the enemy.
The ability can be used once during the mission.
Colonel
Judgement- the enemy has a chance to panic whenever he/she performs an attack on the Skirmisher.
Battlelord- after each enemy in the line of sight takes an action, take an immediate action.
Can be used once during the mission and lasts 1 turn.
Manual Overdrive- decreases the cooldown of all Skirmisher abilities by 1 turn.
It does not end the turn of the soldier.
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