Abilities
(Tier 3) Sapper

Sappers can use Logos abilities and machines to maximize indirect combat. Area-of-effect options are plentiful, and hit-and-run combat becomes more effective thanks to capable Mech body armor.

Sappers are far more offensive in nature than biotechnicians, though they need Logos abilities more acutely than commandos and rangers, and their power consumption is significant. At tier four, sappers either maximize their area-of-effect blasts as demolitionists or pursue a mix of machine maintenance with some attack potential as engineers.

Hack

Hack

  • Disrupts enemy mechanical units, causing them to attack their allies for a given period
  • Training increases the duration of this effect as well as the attack’s range
Shield Extender

Shield Extender

  • Shield Extenders take the base amount of target’s armor and extend the shielding to all squad mates
  • Uses Power and Consumer Grade Micromech
  • Advanced training increases the total amount of damage mitigated by the shield
Crab Mines

Crab Mines

  • Deploy several independent mines that seek out targets and detonate
  • Though this ability’s power cost is low, Weapons Grade Micromech is a prerequisite for using these mines
  • Specialized training allows the mines to deliver specific damage types (i.e. Physical, Incendiary, Energy, Sonic, and Laser)
Mech Body Armor

Mech Body Armor

  • Features a greatly enhanced rate of power regeneration for both the Sapper and nearby squad mates
  • Further training improves power regeneration (per piece of Mech body armor worn)
Polarity Gun

Polarity Gun

  • Polarity guns deliver significant damage to single targets
  • Augments the damage that polarity guns inflict