Saboteur |
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Signature Skill | ![]() |
Career Perks | Carrier Explosive Bracing |
Saboteur is a Class in Necromunda Underhive Wars. Classes are categorized as "Careers" and each class has unique Skills and attributes. Each of the 5 different Careers will grant Fighters a unique Signature Skill, as well as special Career Perks and bonuses to certain stats. In terms of fighting capabilities, all Fighters will be able to learn and use a great number of general Skills, but many abilities will also be exclusive to certain Career paths.
Saboteur Description
- Masters of destruction who can affect large areas of the battlefield. Saboteurs use improvised explosives and traps to create chaos in enemy ranks.
Saboteur Signature Skill
Sabotage
- Can rig a Control Station to create a Hazard Zone affecting all nearby Fighters.
- Can render Zip Lines inoperable.
- Can disable Health Dispensers.
- Can make Elevators randomise floor selection.
Saboteur Perks
Explosive Bracing: Provides +10% Protection
Carrier: Reduces the cost of Item Gather and Carry by -5.
Saboteur Bonus Stats
- +4 Agility and Max Agility
- +4 Willpower and Max Willpower
- +4 Alertness and Max Alertness
Sabouteur Active Abilities
Homemade Nade
- Throwable Explosive
- Affects ALL Fighters in a 5m radius
- Deals 33-45 Impact Damage (can crit)
- Deals 1000% damage to Destructible Elements
- AP cost: 30 / 25 / 20
- Stat requirement: Agility 4/8/12
- Skill Type: Offensive Ranged / Range: 30m
Null Nade
- Throwable Explosive
- Affects ALL Fighters in a 5m radius
- Targets loose up to 5 Offensive and Defensive Buffs
- Applies Defensive Debuff: -75% Healing Received. Lasts until End of Battle.
- AP cost: 30 / 25 / 20
- Stat requirement: Agility 4/8/12
- Skill Type: Crowd Control / Range: 30m
Hallucinogen
- Throwable Explosive
- Affects ALL Fighters in a 5m radius
- Targets loose all Skill Buffs
- Applies Skill Debuff: 75% chance to prevent further Skill Buffs. Lasts until End of Battle
- AP cost: 30 / 25 / 20
- Stat requirement: Agility 4/8/12
- Skill Type: Crowd Control / Range 30m
Cryo-Fog Capsule
- Throwable Explosive
- Affects ALL Fighters in a 5m radius
- Activates when entering, starting a Turn, using a Skill, or Spending MP within the radius
- Applies Defensive Debuff: - 5 Initiative / - 5% Damage Absorption , Stacking up to 10 times
- AP cost: 30 / 25 / 20
- Stat requirement: Agility 4/8/12
- Skill Type: Field Control / Range 30m
Chem Synth
- Throwable Explosive
- Affects ALL Fighters in a 5m radius
- Applies Defensive Buff: +10 max MP /+10 MP recovered per Round and further bonuses based on House Variant
- Escher: +15% Melee Evasion and +25% Stun Resistance
- Orlock: +35% Hit Resistance
- Goliath: +15% Damage Absorption
- Effects last until the End of Battle and do not stack
- AP cost: 30 / 25 / 20
- Stat requirement: Agility 4/8/12
- Skill Type: Support-Stats / Range 30m
Corrupting/Debilitating/Dizzying Trap
- Placable Trap
- Activates when ANY Fighter enters within 2.5m radius
- Deals 15-20 Impact Damage (can crit)
- Applies DoT (Damage over Time) : Deals 15-20 Impact damage on Start of Turn
- DoT Lasts until End of Battle and does not stack
- Applies a Debuff depending on the House Variant which lasts until End of Battle and does not stack
- Escher(Corrupting Trap): Skill Debuff: +35% AP cost of all Tactical Skills
- Orlock(Debilitating Trap): Defensive Debuff: -15 max MP
- Goliath(Dizzying Trap):Skill Debuff:Unable to use Jump, Vault, Disengage,Kneel, Death from Above and Carry
- AP cost: 20 / 15 / 10
- Stat requirement: Agility 4/8/12
- Skill Type Field Control / Range 6m
Sabouteur Passive Abilities
Survival
- Requires suffering a Ranged Attack
- Activates after attack deals Normal or Critical
- Applies Defensive Buff : +10/20/30% Healing Received / Stacks up to 3 times / Lasts until End of Turn
- Applies Skill Buff: -5 AP cost of Chem Synth / Stacks up to 3 times /Lasts until End of Turn
- Stat requirement: Toughness 4/8/12
Dynamic Mobility
- Activates After using a Throwable Explosive or picking up and Objective Item
- +5 MP (increasing actual movement range, procs for ALL pick-ups and Thrown Explosive usage)
- Applies Defensive Buff: + 5/10/15 Initiative / Stacking up to 3 times/Lasts until End of Battle
- Stat requirement: Willpower 4/8/12
Seasoned Caution
- Activates after using Cryo-fog Capsule or any Trap
- Applies Skill Buff: -10/15/20 AP cost of Field Repair (x1 only the first Field Repairs cost will be reduced after it activates, needs to be activated again to reduce the cost again) / Lasts until End of Next Turn
- Stat requirement: Willpower 4/8/12
Chain Reaction
- Activates after using Field Repair
- Applies Skill Buff: Explosive Consumables/Homamade Nade AP cost -5/10/15
- Removed if 1 of these actions is performed otherwise lasts until End of Battle
- Stat requirement: Alertness 4/8/12
Exhilaration
- Activates after using Chem Synth or any Support Consumable
- Applies Defensive Buff depending on your House Variant that does not stack and lasts until the Start of Next Turn
- Escher: Melee Evasion +10/20/30%
- Orlock:Ranged Evasion +10/15/20%
- Goliath: Damage Absorption +10/20/30%
- Stat requirement: Willpower 4/8/12
Vandal's Gambit
- Activates after using Sabotage
- Applies Skill Buff depending on your House Variant that lasts until the End of Next Turn or if any of the listed actions are performed
- Escher: Strike/Spread Shot AP cost -5/10/15
- Orlock: Overwatch/Spread Shot/Overwatch(Spread Weapon) AP cost -5/10/15
- Goliath: Homemade Nade/Spread Shot AP cost -5/10/15
- Stat requirement: Alertness 4/8/12
Videos that talk about Saboteur
Saboteur Notes & Tips
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- Other notes, tips, and trivia go here.
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