“And the new lads're all dead… Yeah, had a feelin' soon as I clocked the monitorin' pad. Out of that Congested compartment, you lot—here comes L4 Cleanup Agent.”
SKILL · BASE 3 COIN + 4 ◉×2 3/TURN
[On Use] At 3+ Charge, Coin Power +1
[On Use] Clash Power +1 for every 6 Charge Count on self (max 2)
[On Hit] Gain +4 Charge Count
[On Hit] Inflict +1 Rupture Count
[On Hit] Inflict 2 Rupture
SKILL · BASE 5 COIN + 6 ◉×2 2/TURN
[Combat Start] Gain Charge Barrier equal to (2 + Charge Potency on self) (max 6, 1 per turn)
[On Use] Consume 6 Charge Count to gain +1 Coin Power
[On Use] At 3+ Charge, Coin Power +1
[On Hit] Gain +6 Charge Count
[On Hit] Inflict +1 Rupture Count
[On Hit] Inflict 3 Rupture
Rip Space - CCA Overdrive
SKILL · BASE 3 COIN + 2 ◉×4 1/TURN
[Combat Start] If this unit has 3+ Charge Potency or less than 50% HP, convert all Coins in this Skill into Unbreakable Coin
- If this unit loses a Clash while this effect is active, Final Power +3
[On Use] At 10+ Charge Count, consume 10 Charge Count to gain +4 Coin Power
[On Use] Gain Clash Power equal to Charge Potency on self (max 5)
[Heads Hit] Gain +1 Charge Count
[Heads Hit] Gain +1 Charge Count
[Heads Hit] Gain +2 Charge Count
[Coin Start] Consume up to 10 Charge Count to gain Coin Power for this Coin equal to (Charge Count consumed for this Coin)
[On Hit] Inflict 2 Rupture
[On Hit] Deal Slash damage equal to (Charge Potency x 10)% of this Coin's final damage (max 50%)
DEFENSE · BASE 3 COIN + 10 ◉×1
Clashable Guard
[Combat Start] At less than 15 Charge Count, gain the following effects:
- Gain Overcharge next turn (max 1 per turn)
- Turn End: Remove this unit's first Stagger Threshold (once per Encounter)
- Turn End: Add 1 Rip Space - CCA Overdrive to the list of Skills for the next upcoming turn (once per turn)
Unbreakable Coin
- Gain 1 Charge every time this unit consumes 10 cumulative Charge Count in this Encounter
- Turn Start: Gain Defense Level Up equal to Charge Potency on self (max 6)
Congestion Cleaning Armour
5 Owned
- Combat Start: If this unit has less than 50% HP, gain Shield equal to (Charge Potency x 5) (max 25)
- Immediately before getting hit, gain Shield equal to (Charge Potency on self) (max 5, 3 times per turn)
- If this unit gains Charge Count past the Max Charge Count Cap by using a Skill, the Skill deals +3% damage for every Charge Count that exceeds the Max Charge Count Cap (max 15%)
One day I'll wear me Armour for Cancelled Trains
3 Res
- Combat Start: If the unit with the earliest Deployment Order gains Charge Count past the Max Charge Count Cap by using a Skill, the unit gains 1 Charge Barrier next turn for every Charge Count that exceeds the Max Charge Count Cap (max 3, including E.G.O Skills)
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