Been brainstorming a bit. Here's another shield skill:

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New Skill: Interdict (requires shield)
School: Warfare
AP Cost: 1
Source Cost: 1
Memory Slot: 2
Cooldown: 3 turns
Range: 15.0 m
Target: other enemies within range
The character changes his initiative for the next turn (and next turn only) to act immediately before the target enemy. He also starts the next turn with maximum AP (temporarily overrides adrenaline!).

Algorithm specifics: if the target has the highest initiative of all characters in the current battle (call it X), the user's initiative for the next turn is X + 1. Otherwise it becomes (X + Y)/2, where Y is the initiative of the character that has his turn order immediately preceding the target in the next turn.

I think this is a very powerful skill. It allows the shield user to interject himself into either moving very early in the next turn, interrupt an incoming enemy attack by moving right before he does, or chaining some sort of combo. It's also a rare skill that directly changes upcoming turn orders by manipulating initiative (which AFAIK, we don't have any skill that makes use of this mechanic). Also notice that an enemy can counter this in the same turn by either using their own interdict afterwards and target the same fighter or CC him to prevent his interdiction turn. Notice that whoever that interdicts first is most likely going to get hard-countered, so this is one of the few times where moving last may prove to be a huge advantage (delay turn mind game!). Probably going to cause a headache for the AI programmer though, since I do believe it has quite a bit of tactical depth.
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Last edited by M3SS3NG3R; 23/09/16 10:01 PM.