Cicero
Updated:
Cicero (Cicero Wright) — SR pilot, role Tactician (Launcher). AoE, fixed damage, shock.
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Talents
Thirst for Knowledge rank 0–2
When self's HP is full, AP Regen per turn +1.
Thirst for Knowledge rank 3–5 (enhanced)
When HP is full, AP Regen per turn +1.
When attacking with a Tactical Weapon, for each 1 AP that you possess, Crit Rate +3%, up to 15%.
Build
Weapons
Any weapon of this type works.
Backpack
Skill Sets
| Order | Skill | Description |
|---|---|---|
| 1st priority | New Initiatives Command | AP 1 Fully restore Tactical Weapon Ammo and gain Missile DMG UP and Rocket DMG UP, with each buff effective for 1 time. Can continue the action with the remaining movement. |
| 2nd priority one of 2 | AP Planning Passive | When attacking with a Rocket Launcher, if 3 or more targets are hit, restore 1 AP after combat, effective for 1 time per turn. |
| or Enhanced Range Passive | Tactical Weapon Range +1. | |
| 3rd priority | Graphite Warhead Command | AP 4 Uses Rocket Launcher to attack all targets within a 3*3 tile area, dealing 0.25x AoE DMG. After combat, inflict Short Circuit I on the targets hit, effective 1 time. |
Neural Drive chips γ1, γ2
Which chip goes in which slot: slot colour and type, the number is the chip level (dashed: leave the slot empty). The level sum unlocks the section’s effects at the shown thresholds: unlocked ones are highlighted, hover for the effect text.
Lv. 6
Lv. 6
Lv. 4
- 1
Indiscriminate 1 - 4
AP Optimization 3 - 7
Strategic Bombing 4 - 10
Indiscriminate 2 - 13
Indiscriminate 3 - 16
Indiscriminate 4
Lv. 6
Lv. 1
empty
- 1
Path to the Truth 1 - 4
AP Optimization 4 - 7
Power Innovation 3 - 10
Path to the Truth 2 - 13
Path to the Truth 3 - 16
Path to the Truth 4
More tips
Modules for the ST
See “Best modules for ST”. “Modules from ST” is the signature module taken from another ST.
Neural Drive
Slots: R red, Y yellow, B blue. An effect turns on when the chip levels in the section add up to the min. points.
| Section | Slots | Min. points | Effect |
|---|---|---|---|
| α Alpha | red Ryellow Yblue B | 1 | Strategic Bombing 2 Tactical Weapon Magazine Capacity +1. |
| α Alpha | red Ryellow Yblue B | 4 | Power Innovation 1 AP Regen +1. |
| α Alpha | red Ryellow Yblue B | 7 | AP Optimization 1 Initial AP +1. |
| β Beta | red Ryellow Yyellow Y | 1 | Strategic Bombing 3 Tactical Weapons Reload CD -1. |
| β Beta | red Ryellow Yyellow Y | 4 | Power Innovation 2 AP Regen +1. |
| β Beta | red Ryellow Yyellow Y | 7 | AP Optimization 2 AP Cap +2. |
| γ1 Gamma | red Ryellow Yyellow Y | 1 | Indiscriminate 1 After the first attack with a Tactical Weapon each turn, Re-ATK can be triggered, with Final DMG -30%, effective up to 1 time per turn. Unable to move before attacking. |
| γ1 Gamma | red Ryellow Yyellow Y | 4 | AP Optimization 3 AP Cap +1. |
| γ1 Gamma | red Ryellow Yyellow Y | 7 | Strategic Bombing 4 When Auto Load is complete, restore 1 AP. |
| γ1 Gamma | red Ryellow Yyellow Y | 10 | Indiscriminate 2 When attacking with a Tactical Weapon for the first time each turn, for every 1 AP cost, DMG +4%, up to 20%. |
| γ1 Gamma | red Ryellow Yyellow Y | 13 | Indiscriminate 3 When Re-ATK is triggered, allow continued moving with the remaining movement. |
| γ1 Gamma | red Ryellow Yyellow Y | 16 | Indiscriminate 4 After triggering Re-ATK, it no longer reduces final damage. |
| γ2 Gamma | red Rblue Bblue B | 1 | Path to the Truth 1 At the end of the action, restore 10% of HP. |
| γ2 Gamma | red Rblue Bblue B | 4 | AP Optimization 4 AP Cap +1. |
| γ2 Gamma | red Rblue Bblue B | 7 | Power Innovation 3 When destroying a target, additionally restore 1 AP after combat, effective up to 2 times per turn. |
| γ2 Gamma | red Rblue Bblue B | 10 | Path to the Truth 2 When HP is full, DMG Taken -20%. |
| γ2 Gamma | red Rblue Bblue B | 13 | Path to the Truth 3 When receiving active repairs, Received Repair AMT +12%. |
| γ2 Gamma | red Rblue Bblue B | 16 |
Biocomputer
| # | Skill | Effect |
|---|---|---|
| 0 | Strategic Bombing 1 | When a Tactical Weapon runs out of ammo, trigger Auto Load. This process takes 3 turns. |
| 1 | Precision Strike | |
| 5 | Killing Returns | When breaking a part with a Missile, restore 1 AP after combat, effective up to 1 time per turn. |
| 7 | Graphite Warhead | |
| 9 | AP Planning | When attacking with a Rocket Launcher, if 3 or more targets are hit, restore 1 AP after combat, effective for 1 time per turn. |
| 13 | New Initiatives | |
| 21 | Enhanced Range | Tactical Weapon Range +1. |
| 31 | Scorched Earth |
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