Specialist

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Specialist.png

Role

Psionic Specialist

Tags

Biological, Psionic

Trainable By

Day 1

Daily Upkeep

6

Limit Per Player

1

Default Weapon

Statistics

Health

45

Armor

0

Energy

50

Mobility

2

Sight

9

Terrain Advantage

Hill

Resistances

Melee Resistance

10%

Projectile Resistance

8%

Explosive Resistance

2%

PSI Resistance

7%

Toxin Resistance

8%

Fire Resistance

25%

Radiation Resistance

50%

Training Cost

BDF Resource Supplies 48x48.png

50

BDF Resource UltraCapacitors 48x48.png

-

BDF Resource Vanadium 48x48.png

-

BDF Resource Terrazine 48x48.png

10

BDF Resource Vespene 48x48.png

50

BDF Resource Tungsten 48x48.png

-

BDF Resource Minerals 48x48.png

-

BDF Resource Jorium 48x48.png

10

From what I have heard, they discontinued with extreme prejudice.

Description

The specialists are based on ghosts and spectres who are special forces operatives with psionic powers granted by the psionic reagent terrazine. Originally spectres were created as part of Project Shadowblade. Nowadays, parts of their standard issue equipment can be found among mercenaries and on black markets at various colonies in the sector.

The specialists use psionic energy on the battlefield. They have stealth, offensive and defensive psionic abilities.

The specialists have two modes: Combat Mode that allows them to use primary weapon and Psi Caster Mode that allows them to use their psionic abilities.

Equipment

Weapons Armors Active gear Passive Gear
BDF ItemIcon GaussRifle1.pngBDF ItemIcon CanisterRifle1.png BDF ItemIcon SpecialistHES1.png BDF ItemIcon Medkit.pngBDF ItemIcon DeuteriumBatteries.pngBDF ItemIcon Stimpack.pngBDF ItemIcon FragGrenade.pngBDF ItemIcon EMPGrenade.pngBDF ItemIcon FlashGrenade.pngBDF ItemIcon ScorchGrenade.pngBDF ItemIcon SmokeGrenade.png BDF ItemIcon ApolloBattery.pngBDF ItemIcon CaduceusReactor.pngBDF ItemIcon KineticFoam.pngBDF ItemIcon OccularImplant.png

Abilities

Ability Mobility
+10%
Description Activating Caster Mode will allow the unit to use the Psionic abilitise. While the ability is active the Specialist can no longer attack with the equipped weapon.

Ability Ability Range Damage Multiplier Prep Time Cooldown Max Charge Amount
x3 weapon range x3 weapon damage 2s 10s 3
Description Prepare a concentrated shot dealing critical damage to a target from affar.

Ability Ability Range Damage Energy Cost Prep Time
- 200 50 3s
Description Start casting an ability which deals massive psionic damage to the target.

Ability Ability Range Drain Damage Energy Gain Cooldown
- 50% max hp 1 per 1hp 10s
Description Drain durability from a friendly biological unit, the specialist will recover energy for each point of hp drained.

Gallery

Specialist 0.png Specialist 1.png
Specialist 2.png Specialist 3.png