Ragnaid is provided to infantry in sealed, single-use canisters operated by twisting a knob at their base; this initiates some form of reaction in the Ragnite, which glows brilliantly, the energy ultimately consuming the entire canister. Ragnaid can be used at range; the range is short, but the ability is valuable and can be life-saving. For example, a unit with low HP currently exposed to interception fire can be healed by another unit from nearby cover, letting them survive getting to cover themselves.
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| - Ragnaid is provided to infantry in sealed, single-use canisters operated by twisting a knob at their base; this initiates some form of reaction in the Ragnite, which glows brilliantly, the energy ultimately consuming the entire canister. Ragnaid can be used at range; the range is short, but the ability is valuable and can be life-saving. For example, a unit with low HP currently exposed to interception fire can be healed by another unit from nearby cover, letting them survive getting to cover themselves.
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abstract
| - Ragnaid is provided to infantry in sealed, single-use canisters operated by twisting a knob at their base; this initiates some form of reaction in the Ragnite, which glows brilliantly, the energy ultimately consuming the entire canister. Ragnaid is equipped as a weapon, and can be used an unlimited number of times; using Ragnaid counts as that unit's weapon use for the current CP. "Aiming" Ragnaid uses a standard crosshair without an aiming circle; pointing at a nearby unit will heal that unit if they are in range (indicated by the crosshair turning blue), while pointing at nothing will heal the unit being controlled. Ragnaid can be used at range; the range is short, but the ability is valuable and can be life-saving. For example, a unit with low HP currently exposed to interception fire can be healed by another unit from nearby cover, letting them survive getting to cover themselves. The only units which cannot be healed with Ragnaid are Tanks; their equivalent is the Engineer Tool.
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